Cleanup
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@@ -130,8 +130,8 @@ flatShield = defaultEquipment
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, _aimRange = 0
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, _aimZoom = ItZoom 20 0.2 1
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, _aimStance = TwoHandFlat
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, _aimHandlePos = 10
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, _aimMuzPos = 10
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, _aimHandlePos = 0
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, _aimMuzPos = 0
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}
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, _heldScroll = \_ _ -> id
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}
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@@ -153,7 +153,7 @@ shieldWall crid = defaultWall
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,_wlWalkable = True
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,_wlFireThrough = True
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,_wlReflect = True
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,_wlDraw = False
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,_wlUnshadowed = False
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,_wlRotateTo = False
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,_wlStructure = CreaturePart crid -- shieldWallDamage
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}
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@@ -18,7 +18,7 @@ import Data.Tuple
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reflectLaserAlong :: Float -> Point2 -> Point2 -> World
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-> (Maybe (Point2,Either Creature Wall),[Point2])
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{-# INLINE reflectLaserAlong #-}
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reflectLaserAlong phasev sp ep w = case thingHitFilt (const True) _wlDraw sp ep w of
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reflectLaserAlong phasev sp ep w = case thingHitFilt (const True) _wlUnshadowed sp ep w of
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Just (p,Right wl)
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| _wlReflect wl -> second (p:) $ reflectLaserAlong phasev
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(p +.+ unitVectorAtAngle (reflDirWall sp p wl))
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