Add z levels to shockwaves
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@@ -27,7 +27,7 @@ blinkActionMousePos cr w =
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& blinkDistortions cpos p3
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& cWorld . lWorld . creatures . ix cid . crPos .~ p3
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& blinkShockwave cid p3
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& inverseShockwaveAt cpos 40 2 2
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& inverseShockwaveAt (cpos `v2z` 20) 40 2 2
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where
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cid = _crID cr
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p1 = w ^. cWorld . lWorld . lAimPos
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@@ -63,7 +63,7 @@ unsafeBlinkAction cr w
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. blinkDistortions cpos mwp
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. set (cWorld . lWorld . creatures . ix cid . crPos) mwp
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. blinkShockwave cid mwp
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$ inverseShockwaveAt cpos 40 2 2 w
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$ inverseShockwaveAt (cpos `v2z` 20) 40 2 2 w
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| otherwise =
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w
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& blinkActionFail cr
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@@ -82,7 +82,7 @@ blinkShockwave ::
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Point2 ->
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World ->
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World
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blinkShockwave i p = makeShockwaveAt [i] p 60 1 2 cyan
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blinkShockwave i p = makeShockwaveAt [i] (p `v2z` 20) 60 1 2 cyan
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-- | Like a blink action, but no ingoing distortion
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blinkActionFail ::
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@@ -94,7 +94,7 @@ blinkActionFail cr w =
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& soundMultiFrom [TeleSound 0, TeleSound 1] p3 teleS Nothing
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& cWorld . lWorld . distortions .:~ distortionBulge
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& cWorld . lWorld . creatures . ix cid . crPos .~ p3
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& inverseShockwaveAt cpos 40 2 2
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& inverseShockwaveAt (cpos `v2z` 20) 40 2 2
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where
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distR = 120
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distortionBulge = RadialDistortion cpos (cpos +.+ V2 distR 0) (cpos +.+ V2 0 distR) 1.9
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