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PhysicsEntity.motionX / .motionY needlessly bloated (slopes?) #53

@flowstate

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@flowstate

Hey, I'm refactoring the motion code into mover components, and I came across the code in motionX and motionY that checks against slopes. It's a for loop, and while it's nice to have, as far as I know, all hitboxes are rectangular at the moment, right?

So do we need slope checks? Either way I'm going to extract the slope checks out into a separate method. Let me know if we need it at all at this point, and if so, how do I do slopes!?

Cheers.

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