Various tweaks
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@@ -73,10 +73,10 @@ furthestPointWalkable p1 p2 ws
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collidePointIndirect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
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{-# INLINE collidePointIndirect #-}
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collidePointIndirect p1 p2 ws
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= safeMinimumOnr (dist p1)
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collidePointIndirect p1 p2
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= safeMinimumOn (dist p1)
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. IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine)
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$ IM.filter (not . _wlIsSeeThrough) ws
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. IM.filter (not . _wlIsSeeThrough)
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{- | Checks to see whether someone can fire bullets effectively between two points.
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- Not sure if this needs vision as well, need to make this uniform. -}
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collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
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