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overlapHandler caled with parameters in wrong order?


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Is it just me or does physics.arcade.overlap end up calling the overlapHandler with the object1/object2 parameters in the wrong order if object 1 is a group and object2 is a sprite?  I'm looking the code in World.js (http://docs.phaser.io/World.js_.html), and overlap calls collideHandler, which in turn calls collideSpriteVsGroup if object1 is a group and object2 is a sprite, but for that one specific case it passes the parameters to collideSpriteVsGroup in the order object2, object1 instead of object1, object2 like in all other cases.  Is this intentional?

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