Cleanup enough to make haddock work
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@@ -1587,7 +1587,7 @@ basicShooterAI w (f,g) cr =
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-> ( (f , g)
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, Just $ turnCloseSlow ypos cr
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) -- no longer chase if see you when reloading
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-- $ replaceAction [] w
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-- -$ replaceAction [] w
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| otherwise -> ( (f , g) , Just cr)
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(Search i:gls) | i == 0 -> ( (f , g) , replaceAction [] cr)
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| otherwise
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@@ -929,7 +929,7 @@ reflect a b = a + 2*(a-b)
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moveGrenade :: Int -> Float -> Int -> World -> World
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moveGrenade 0 dir pID w = over projectiles (IM.delete pID)
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$ explosion (_pjPos (_projectiles w IM.! pID))
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-- $ set (pointToItem (_itemPositions w IM.! wpID) . itEquipPict)
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-- set (pointToItem (_itemPositions w IM.! wpID) . itEquipPict)
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-- (drawWeapon $ grenadePic 50)
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w
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where
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@@ -1493,7 +1493,7 @@ explodeRemoteBomb itid pjid n w
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$ resetPict
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-- $ resetScope
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$ makeExplosionAt (_pjPos (_projectiles w IM.! pjid)) w
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-- $ makeShrapnelBombAt (_pjPos (_projectiles w IM.! pjid)) w
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-- - $ makeShrapnelBombAt (_pjPos (_projectiles w IM.! pjid)) w
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where
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resetName = set (creatures . ix n . crInv . ix j . itName) "REMOTEBOMB"
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resetPict = set (creatures . ix n . crInv . ix j . itEquipPict )
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+1
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@@ -67,7 +67,7 @@ wallsFromTree t =
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-- createInnerWalls
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divideWalls
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. assignKeys
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. foldr cutWalls [] -- $ map (map (g . roundPoint2))
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. foldr cutWalls [] -- map (map (g . roundPoint2))
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-- . map (map roundPoint2)
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$ (concatMap _rmPolys $ flatten t)
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where
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