Refactor inverse shockwave
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@@ -60,7 +60,7 @@ glareBetween :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> M
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glareBetween 0 _ _ _ _ _ _ = Nothing
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glareBetween t len wdth col a b w = Just $ Particle
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{_ptDraw = const $ lowLightPic len wdth col (a,b) w
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,_ptUpdate' = \ w' _ -> (w',glareBetween (t-1) len wdth col a b w')
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,_ptUpdate = \ w' _ -> (w',glareBetween (t-1) len wdth col a b w')
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}
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lowLightPic :: Float -> Float -> Color -> (Point2, Point2) -> World -> Picture
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@@ -81,7 +81,7 @@ flashFlareAt :: Color -> Float -> Point2 -> Particle
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flashFlareAt col alphax (V2 x y) = Particle
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{ _ptDraw = const $ setLayer 2 . setDepth (-0.9) . translate x y
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$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
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, _ptUpdate' = ptTimer' 1
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, _ptUpdate = ptTimer' 1
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}
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explosionFlashAt :: Point2 -> World -> World
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@@ -109,7 +109,7 @@ muzzleFlashPt (V2 x y) = Particle
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. setLayer 2
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. translate x y
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$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
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, _ptUpdate' = ptTimer' 1
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, _ptUpdate = ptTimer' 1
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}
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laserScopeTargetGlow :: Color -> Point2 -> World -> World
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