Cleanup
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@@ -15,7 +15,7 @@ lowBlock mat col h ps = PutBlock bl wl $ reverse ps
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& blDraw .~ const (noPic $ colorSH col (upperPrismPoly h $ reverse ps))
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& blDeath .~ const id
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wl = defaultWall
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& wlDraw .~ False
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& wlUnshadowed .~ False
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& wlColor .~ col
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& wlRotateTo .~ False
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& wlOpacity .~ SeeAbove
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@@ -29,7 +29,7 @@ tankShape baseshape facade col col'
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& blDraw .~ const (noPic $ colorSH col (upperPrismPoly 31 $ reverse baseshape) <> facade col col')
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& blDeath .~ const id
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wl = defaultWall
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& wlDraw .~ False
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& wlUnshadowed .~ False
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& wlColor .~ col
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& wlRotateTo .~ False
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& wlOpacity .~ SeeAbove
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@@ -38,7 +38,7 @@ tankShape baseshape facade col col'
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-- = ps0jPushPS
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-- (PutShape $ colorSH col (upperPrismPoly 31 baseshape) <> facade col col')
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-- $ sps0 $ PutWall baseshape defaultWall
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-- {_wlDraw = False, _wlColor = col, _wlRotateTo = False, _wlOpacity = SeeAbove}
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-- {_wlUnshadowed = False, _wlColor = col, _wlRotateTo = False, _wlOpacity = SeeAbove}
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roundTank :: Color -> Color -> Placement
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roundTank = tankShape (polyCirc 4 20)
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@@ -18,7 +18,7 @@ heightWallPS spot h ps = spNoID spot $ lowBlock Stone (_wlColor defaultWall) h p
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invisibleWall :: [Point2] -> Placement
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invisibleWall ps = sps0 $ PutWall ps $ defaultWall
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{ _wlOpacity = SeeAbove
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, _wlDraw = False
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, _wlUnshadowed = False
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, _wlHeight = 0
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, _wlTouchThrough = True
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}
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@@ -85,7 +85,7 @@ baseBlockPane = defaultWall
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, _wlColor = greyN 0.5
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, _wlSeen = False
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, _wlOpacity = Opaque
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, _wlDraw = True
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, _wlUnshadowed = True
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, _wlFireThrough = True
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}
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-- TODO find home for this
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