Partially implement a framebuffer object for bluring shadows
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@@ -353,10 +353,13 @@ maybeSetTarget f cid w = case join $ w ^? creatures . ix cid . crInv . ix itRef
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itRef = _crInvSel cr
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shootBezier :: Point2 -> Int -> World -> World
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shootBezier targetp cid w = (shootWithSound 0 . withMuzFlare . withRecoil 40 . torqueBefore 0.05
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. withRandomDir 0.5)
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bezBul cid w
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shootBezier targetp cid w = (shootWithSound 0
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. withMuzFlare
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. withRecoil 40
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. torqueBefore 0.05
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) bezBul cid w
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where
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-- note that torqueBefore will not affect the startp here
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bezBul = mkBezierBul startp controlp targetp
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controlp = mouseWorldPos w
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cr = _creatures w IM.! cid
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@@ -370,7 +373,7 @@ mkBezierBul startp controlp targetp cid w = over particles' (bbul :) w
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(threeEff' bulHitCr' bulHitWall' bulHitFF') 5
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(randPos,randPos') = flip evalState (_randGen w)
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$ do a <- randInCirc 10
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b <- randInCirc 10
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b <- randInCirc 20
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return (a,b)
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removeItAttachment :: Int -> Int -> World -> World
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@@ -60,8 +60,6 @@ withSidePush maxSide eff cid w = eff cid . over (creatures . ix cid) push $ w
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(+.+ rotateV (_crDir cr) (0,(pushAmount) / _crMass cr))
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cr
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(pushAmount, _) = randomR (-maxSide,maxSide) $ _randGen w
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shootWithSound :: Int -> (Int -> World -> World) -> Int -> World -> World
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shootWithSound soundid f cid w
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