Removing unneeded comments
Adding a check in Body class to make sure fixtures exist before executing code
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@ -827,6 +827,11 @@ namespace FarseerPhysics.Dynamics
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/// <param name="angle">The angle.</param>
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/// <param name="angle">The angle.</param>
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public void SetTransformIgnoreContacts(ref Vector2 position, float angle)
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public void SetTransformIgnoreContacts(ref Vector2 position, float angle)
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{
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{
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// Sometimes this is called with an empty Fixture list
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// -- Nathan Adams [adamsna@datanethost.net] - 6/2/2012
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if (FixtureList == null || FixtureList.Count == 0)
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return;
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Xf.R.Set(angle);
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Xf.R.Set(angle);
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Xf.Position = position;
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Xf.Position = position;
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@ -33,16 +33,12 @@ namespace Axios.Engine
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public override void LoadContent(AxiosGameScreen gameScreen)
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public override void LoadContent(AxiosGameScreen gameScreen)
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{
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{
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base.LoadContent(gameScreen);
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base.LoadContent(gameScreen);
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//this.Texture = new Texture2D(gameScreen.ScreenManager.GraphicsDevice, 1, 1);
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}
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}
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public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime)
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public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime)
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{
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{
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/*#if DEBUG
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System.Diagnostics.Debugger.Break();
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#endif*/
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if (_relativetocamera)
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if (_relativetocamera)
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gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View);
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gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View);
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else
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else
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