Work on weapon positioning, analyser terminal positioning
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@@ -65,6 +65,8 @@ rightHandPQ cr
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| oneH cr = (V3 11 (-3) 20, Q.qID)
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| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0, Q.qz 1)
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| twoFlat cr = (V3 4 (-8) 12, Q.qID)
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-- | Just dt <- yourRootItemDT w
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-- , Just as <- itemAimStance
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| Just p <- crRightHandWall cr = (20 & _xy .~ p, Q.qID)
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| otherwise = (handWalkingPos LeftForward (-8) cr, Q.qID)
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@@ -5,7 +5,6 @@ import Dodge.Data.Creature.Misc
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crMass :: CreatureType -> Float
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crMass = \case
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Avatar {} -> 10
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AvatarDead -> 10
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ChaseCrit {} -> 10
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SwarmCrit -> 2
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AutoCrit -> 10
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@@ -8,7 +8,6 @@ import Dodge.Data.Material
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crMaterial :: CreatureType -> Material
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crMaterial = \case
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Avatar{_avatarMaterial = mt} -> mt
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AvatarDead -> Flesh
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ChaseCrit {} -> Flesh
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SwarmCrit -> Flesh
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AutoCrit -> Flesh
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@@ -6,7 +6,6 @@ import Dodge.Data.Creature.Misc
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crMaxHP :: CreatureType -> Int
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crMaxHP = \case
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Avatar {} -> 15000
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AvatarDead -> 0
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ChaseCrit {} -> 150
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SwarmCrit -> 50
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AutoCrit -> 100
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@@ -6,7 +6,6 @@ import Dodge.Data.Creature
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crMvType :: Creature -> CrMvType
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crMvType cr = case _crType cr of
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Avatar {_avMoveSpeed = s} -> MvWalking s
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AvatarDead -> defaultAimMvType
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ChaseCrit {} -> defaultChaseMvType
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SwarmCrit -> defaultChaseMvType
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AutoCrit -> defaultAimMvType
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@@ -8,7 +8,6 @@ crRad :: CreatureType -> Float
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{-# INLINE crRad #-}
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crRad = \case
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Avatar {} -> 10
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AvatarDead -> 10
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ChaseCrit {} -> 10
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SwarmCrit -> 2
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AutoCrit -> 10
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@@ -11,6 +11,5 @@ crShape = \case
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ChaseCrit {} -> Humanoid (greyN 0.9) (lightx4 green) (greyN 0.3) ChaseAI
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SwarmCrit -> Humanoid (greyN 0.9) (lightx4 yellow) (greyN 0.3) SwarmAI
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AutoCrit -> Humanoid (greyN 0.9) (lightx4 red) (greyN 0.3) AutoAI
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AvatarDead -> Humanoid (greyN 0.9) (lightx4 black) (greyN 0.3) InanimateAI
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BarrelCrit {} -> Barreloid
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LampCrit {} -> NonDrawnCreature
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@@ -19,7 +19,6 @@ import qualified Data.IntSet as IS
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crDexterity :: Creature -> Int
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crDexterity cr = case cr ^. crType of
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Avatar { _avDexterity = x } -> x
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AvatarDead -> 0
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ChaseCrit {} -> 46
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SwarmCrit -> 46
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AutoCrit -> 46
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@@ -29,7 +28,6 @@ crDexterity cr = case cr ^. crType of
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crStrength :: Creature -> Int
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crStrength cr = case cr ^. crType of
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Avatar { _avStrength = x } -> x
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AvatarDead -> 0
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ChaseCrit {} -> 46
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SwarmCrit -> 40
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AutoCrit -> 46
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@@ -39,7 +37,6 @@ crStrength cr = case cr ^. crType of
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crIntelligence :: Creature -> Int
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crIntelligence cr = case cr ^. crType of
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Avatar { _avIntelligence = x } -> x
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AvatarDead -> 0
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ChaseCrit {} -> 20
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SwarmCrit -> 20
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AutoCrit -> 20
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@@ -53,7 +53,6 @@ updateLivingCreature cr =
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. yourControl cr
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LampCrit{} -> updateLampoid cr
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BarrelCrit bt -> updateBarreloid bt cr
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AvatarDead -> id
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ChaseCrit{} -> \w ->
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crUpdate cid . performActions cid $
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over (cWorld . lWorld . creatures . ix cid) (chaseCritInternal w) w
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@@ -16,7 +16,6 @@ import System.Random
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crVocalizationSound :: Creature -> Maybe SoundID
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crVocalizationSound cr = case cr ^. crType of
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Avatar{} -> Nothing
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AvatarDead -> Nothing
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ChaseCrit{} -> Just seagullChatterS
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SwarmCrit -> Nothing
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AutoCrit -> Nothing
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@@ -26,7 +25,6 @@ crVocalizationSound cr = case cr ^. crType of
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crWarningSounds :: Creature -> [SoundID]
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crWarningSounds cr = case cr ^. crType of
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Avatar{} -> mempty
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AvatarDead -> mempty
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ChaseCrit{} ->
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[ seagullBarkS
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, seagullChatterS
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@@ -45,7 +43,6 @@ crWarningSounds cr = case cr ^. crType of
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crDeathSounds :: Creature -> DeathType -> [SoundID]
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crDeathSounds cr dt = case cr ^. crType of
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Avatar{} -> mempty
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AvatarDead -> mempty
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ChaseCrit{} -> defaultDeathSounds dt
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SwarmCrit -> mempty
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AutoCrit -> mempty
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