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end
-- some hacky stuff outside of LuaML
if Move then
-- a hint for original location of node, to help put it back
App.color{r=0.8, g=0.8, b=0.8}
love.graphics.rectangle('fill', vx(Move.oldx), vy(Move.oldy), scale(Move.node.w), scale(Move.node.h))
-- a hint about the amount of padding we're going to clear when we set the node down
draw_move_node_shadow()
-- resolve collisions unless I'm trying to put it back carefully where I started.
if dist(vx(Move.node.x), vy(Move.node.y), vx(Move.oldx), vy(Move.oldy)) > 10 then
Move.node.pos.x = Move.node.x+Move.node.hs.x
Move.node.pos.y = Move.node.y+Move.node.hs.y
move_others(Move.node)
end