Make optical scope relative to camera rotation
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@@ -104,7 +104,7 @@ data HeldMod
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| ExplodeRemoteShellMod
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| DoNothingMod
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-- | ForceFieldMod
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| DetectorMod Detector
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-- | DetectorMod Detector
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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makeLenses ''Euse
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@@ -12,8 +12,16 @@ import Geometry.Data
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data Scope
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= NoScope
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| RemoteScope
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| OpticScope
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{ -- | a camera offset
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_opticPos :: Point2 -- this should be relative to the camera rotation
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-- this means that when the camera rotates when firing etc,
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-- this doesn't need to be changed
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, _opticZoom :: Float
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, _opticDefaultZoom :: Float
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}
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| RemoteScope
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{ -- | a camera offset, note unlike the optic pos this is absolute
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_remotePos :: Point2
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, _remoteZoom :: Float
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}
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@@ -121,15 +121,15 @@ data AmmoParams = BulletParams {_ampBullet :: Bullet}
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deriving (Eq, Show, Read) --Generic, Flat)
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data ScrollAttachParams
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= ZoomScrollParams
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{ -- | a camera offset
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_opticPos :: Point2 -- this should be relative to the camera rotation
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-- then when the camera rotates when firing etc,
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-- this doesn't need to be changed
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, _opticZoom :: Float
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, _opticDefaultZoom :: Float
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}
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| CharScrollParams
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= -- ZoomScrollParams
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-- { -- | a camera offset
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-- _opticPos :: Point2 -- this should be relative to the camera rotation
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-- -- then when the camera rotates when firing etc,
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-- -- this doesn't need to be changed
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-- , _opticZoom :: Float
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-- , _opticDefaultZoom :: Float
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-- }
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CharScrollParams
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{ _scrollChar :: Seq.Seq Char}
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deriving (Eq, Show, Read) --Generic, Flat)
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