Cleanup warnings
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@@ -28,6 +28,7 @@ wpRecock = ItInvEffect
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moveHammerUp HammerDown = HammerReleased
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moveHammerUp HammerReleased = HammerUp
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moveHammerUp HammerUp = HammerUp
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moveHammerUp NoHammer = NoHammer
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fOnIt it = it & itHammer %~ moveHammerUp
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{- |
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Special recock for the bezier gun.
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@@ -64,10 +65,10 @@ itemLaserScopeEffect
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sp = p +.+ (r + 3) *.* unitVectorAtAngle d
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xp = sp +.+ 3000 *.* unitVectorAtAngle d
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ep = case listToMaybe $ thingsHitLongLine sp xp w of
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Just (p,_) -> p
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Just (pos,_) -> pos
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Nothing -> xp
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glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
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Just (p,E3x2 wl) -> p +.+ 2 *.* wallNormal wl
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Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
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_ -> ep -.- 2 *.* unitVectorAtAngle d
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it = (cr ^. crInv) IM.! invid
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reloadFrac
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@@ -79,6 +80,7 @@ Automatically send out radar pulses that detect walls. -}
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autoRadarEffect :: ItEffect
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autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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where
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f :: Int -> Creature -> Int -> World -> World
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f 0 cr i w = aRadarPulse (_crID cr) w
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& creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f 100
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@@ -89,8 +91,10 @@ autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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Automatically send out sonar pulses that detect creatures. -}
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autoSonarEffect :: ItEffect
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autoSonarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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where f 0 cr i w = aSonarPulse (_crID cr)
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w & creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f 140
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f t cr i w = w & creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f (t-1)
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where
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f :: Int -> Creature -> Int -> World -> World
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f 0 cr i w = aSonarPulse (_crID cr)
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w & creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f 140
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f t cr i w = w & creatures . ix (_crID cr) . crInv . ix i
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. itEffect . itInvEffect .~ f (t-1)
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