Cleanup
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@@ -46,7 +46,7 @@ itemEffect cr it w = case it ^? itUse of
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tryReload :: Creature -> Item -> World -> (World -> World) -> World -> World
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tryReload cr it w f
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| _crID cr == _yourID (_cWorld w) && itNeedsLoading it && _mouseButtons (_cWorld w) M.!? SDL.ButtonLeft == Just False
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| _crID cr == _yourID (_cWorld w) && itNeedsLoading it && _mouseButtons w M.!? SDL.ButtonLeft == Just False
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= crToggleReloading cr
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| otherwise
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= (runIdentity . pointToItem (_itPos it) (return . (itUse . useHammer .~ HammerDown)))
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@@ -19,7 +19,7 @@ yourControl cr w
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| inTermFocus w = dimCreatureLight cr w & updateUsingInput
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| otherwise = dimCreatureLight cr w
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& cWorld . creatures . ix (_crID cr) %~
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(wasdWithAiming w (_mvSpeed $ _crMvType cr) . mouseActionsCr (_mouseButtons (_cWorld w)))
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(wasdWithAiming w (_mvSpeed $ _crMvType cr) . mouseActionsCr (_mouseButtons w))
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& updateUsingInput
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dimCreatureLight :: Creature -> World -> World
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@@ -35,7 +35,7 @@ wasdWithAiming
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-> Creature
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wasdWithAiming w speed cr
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| isAiming = addAnyTwist $ set crDir mouseDir $ theMovement cr
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| crIsReloading cr && SDL.ButtonRight `M.member` _mouseButtons (_cWorld w)
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| crIsReloading cr && SDL.ButtonRight `M.member` _mouseButtons w
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= addAnyTwist $ set crDir (mouseDir + anytwist) $ theMovement cr
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| otherwise = theMovement $ theTurn $ removeTwist cr
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where
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@@ -57,7 +57,7 @@ wasdWithAiming w speed cr
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isAiming = _posture (_crStance cr) == Aiming
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mouseDir = case cr ^? crInv . ix (crSel cr) . itScope . scopePos of
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Just _ -> argV $ mouseWorldPos w -.- _crPos cr
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_ -> argV (_mousePos (_cWorld w)) + _cameraRot (_cWorld w)
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_ -> argV (_mousePos w) + _cameraRot (_cWorld w)
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wasdM :: SDL.Scancode -> Point2
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wasdM scancode = case scancode of
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@@ -68,7 +68,7 @@ wasdM scancode = case scancode of
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_ -> V2 0 0
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wasdDir :: World -> Point2
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wasdDir = foldr ((+.+) . wasdM) (V2 0 0) . _keys . _cWorld
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wasdDir = foldr ((+.+) . wasdM) (V2 0 0) . _keys
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{- | Set posture according to mouse presses. -}
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mouseActionsCr :: M.Map SDL.MouseButton Bool -> Creature -> Creature
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