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Minor cleanup around cloning methods
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6038722a79
commit
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2 changed files with 4 additions and 4 deletions
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@ -582,7 +582,7 @@ RenderedTarget.prototype.goBackLayers = function (nLayers) {
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/**
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* Move behind some other rendered target.
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* @param {!Clone} other Other rendered target to move behind.
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* @param {!RenderedTarget} other Other rendered target to move behind.
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*/
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RenderedTarget.prototype.goBehindOther = function (other) {
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if (this.renderer) {
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@ -637,11 +637,11 @@ RenderedTarget.prototype.keepInFence = function (newX, newY, optFence) {
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/**
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* Make a clone, copying any run-time properties.
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* If we've hit the global clone limit, returns null.
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* @return {!RenderedTarget} New clone.
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* @return {RenderedTarget} New clone.
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*/
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RenderedTarget.prototype.makeClone = function () {
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if (!this.runtime.clonesAvailable() || this.isStage) {
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return; // Hit max clone limit, or this is the stage.
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return null; // Hit max clone limit, or this is the stage.
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}
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this.runtime.changeCloneCounter(1);
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var newClone = this.sprite.createClone();
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@ -46,7 +46,7 @@ var Sprite = function (blocks, runtime) {
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/**
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* Create a clone of this sprite.
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* @returns {!Clone} Newly created clone.
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* @returns {!RenderedTarget} Newly created clone.
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*/
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Sprite.prototype.createClone = function () {
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var newClone = new RenderedTarget(this, this.runtime);
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