Add smoothing to feet, start new chase crit picture
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@@ -7,6 +7,7 @@ module Dodge.Creature.Picture (
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deadScalp,
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deadUpperBody,
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deadFeet,
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drawChaseCrit,
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) where
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import Dodge.Data.Equipment.Misc
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@@ -48,6 +49,16 @@ basicCrShape cr
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crsize = 0.1 * crRad (cr ^. crType)
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rotmdir = rotateSH (_crMvDir cr - _crDir cr)
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drawChaseCrit :: Creature -> Shape
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drawChaseCrit cr = rotmdir $ colorSH (_skinLower cskin) $ feet cr
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where
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cskin = crShape $ _crType cr
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crsize = 0.1 * crRad (cr ^. crType)
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rotmdir = rotateSH (_crMvDir cr - _crDir cr)
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oneSmooth :: Float -> Float
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oneSmooth x = sin (pi * x * 0.5)
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feet :: Creature -> Shape
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{-# INLINE feet #-}
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feet cr = case cr ^? crStance . carriage of
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@@ -59,8 +70,8 @@ feet cr = case cr ^? crStance . carriage of
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aFoot = upperPrismPolyST 10 $ polyCirc 3 4
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off = 5
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sLen = _strideLength $ _crStance cr
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--f i = 6 * (sLen - i) / sLen
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f i = 8 * (sLen - 2*i) / sLen
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-- f i = 8 * (sLen - 2*i) / sLen
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f i = 8 * oneSmooth ((sLen - 2*i) / sLen)
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deadFeet :: Creature -> Shape
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{-# INLINE deadFeet #-}
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@@ -7,16 +7,13 @@ in fact a creature with that id need not exist.
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-}
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module Dodge.Creature.Test (
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crIsAiming,
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-- crIsReloading,
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crIsArmouredFrom,
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oneH,
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twists,
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twoFlat,
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-- crWeaponReady,
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crInAimStance,
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crNearPoint,
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isAnimate,
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-- crCanShoot,
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crHasTargetLOS,
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crAwayFromPost,
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crHasTarget,
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@@ -28,11 +28,7 @@ yourControl _ w
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| inTextInputFocus w = w
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| NoSubInventory <- w ^. hud . subInventory =
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w
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& cWorld
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. lWorld
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. creatures
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. ix 0
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%~ wasdWithAiming w
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& cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
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& tryClickUse (w ^. input . mouseButtons)
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& handleHotkeys
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| otherwise = w & cWorld . lWorld . creatures . ix 0 %~ wasdWithAiming w
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