pbullets also move just before the collision check.
This also sets up for the "fast shots" refactor.
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@ -234,7 +234,7 @@ function updategame()
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end
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end
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events:vore(new_events)
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events:vore(new_events)
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events:strip(call_move)
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events:strip(call_move)
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for _, lst in ipairs{intangibles_bg, eships, pbullets} do
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for _, lst in ipairs{intangibles_bg, eships} do
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lst:strip(call_move)
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lst:strip(call_move)
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end
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end
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@ -261,6 +261,7 @@ function updategame()
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end
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end
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pbullets:strip(function(pb)
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pbullets:strip(function(pb)
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if (pb:move()) return true
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (es:hitbullet(pb)) eship_collider:yoink(es)
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if (pb:hitship(es)) return true
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if (pb:hitship(es)) return true
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