Move towards a simplified creature update
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@@ -11,7 +11,7 @@ module Dodge.Creature
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, smallChaseCrit
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)
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where
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--import Dodge.Creature.Stance.Data
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import Dodge.RemoveCreatureEndo
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import Dodge.Creature.State.Data
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--import Dodge.Item.Weapon.Grenade
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import Dodge.Item.Weapon.Booster
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@@ -70,7 +70,7 @@ spawnerCrit = defaultCreature
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miniGunCrit :: Creature
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miniGunCrit = defaultCreature
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{ _crPict = basicCrPict red
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, _crUpdate = stateUpdate $ impulsiveAIR $
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, _crUpdate = toCrUpdate $ stateUpdate $ impulsiveAIR $
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sentinelFireType (const shootTillEmpty)
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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@@ -89,7 +89,7 @@ longCrit :: Creature
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longCrit = defaultCreature
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{ _crPict = basicCrPict red
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-- , _crUpdate = stateUpdate sniperAI
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, _crUpdate = stateUpdate $ impulsiveAIR $ sentinelFireType $ const shootTillEmpty
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, _crUpdate = toCrUpdate $ stateUpdate $ impulsiveAIR $ sentinelFireType $ const shootTillEmpty
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, _crActionPlan = ActionPlan
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{ _crImpulse = []
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, _crAction = []
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@@ -109,7 +109,7 @@ multGunCrit = defaultCreature
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, _crInvSel = 0
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, _crRad = 10
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, _crHP = 300
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, _crUpdate = stateUpdate $ impulsiveAIR $ sentinelExtraWatchUpdate
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, _crUpdate = toCrUpdate $ stateUpdate $ impulsiveAIR $ sentinelExtraWatchUpdate
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[ ( not . crHasAmmo
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, \_ _ -> StrategyActions Reload reloadActions
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)
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@@ -150,7 +150,7 @@ startCr = defaultCreature
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, _crMvDir = pi/2
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, _crID = 0
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, _crPict = basicCrPict black
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, _crUpdate = stateUpdate yourControl
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, _crUpdate = toCrUpdate $ stateUpdate yourControl
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, _crRad = 10
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, _crMass = 10
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, _crHP = 1000
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