Improve pulse laser/ball hit detection
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@@ -150,7 +150,6 @@ chasmTestLiving cr w
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where
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tocr = cWorld . lWorld . creatures . ix (_crID cr)
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g = uncurry $ circOnSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType)
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--f = circInPolygon (cr ^. crPos . _xy) (crRad $ cr ^. crType)
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f = pointInPoly (cr ^. crPos . _xy)
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chasmTestCorpse :: Creature -> World -> World
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@@ -163,13 +162,11 @@ chasmTestCorpse cr w
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w
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& soundContinue (CrChasm (_crID cr)) (cr ^. crPos . _xy) debrisS (Just 100)
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& tocr . crPos . _xy +~ normalizeV (vNormal (x - y))
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& chasmRotate cr (x - y)
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| any f (w ^. cWorld . chasms) = w & tocr . crZVel -~ 0.5
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| otherwise = w
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where
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tocr = cWorld . lWorld . creatures . ix (_crID cr)
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g = uncurry $ circOnSeg (cr ^. crPos . _xy) (crRad $ cr ^. crType)
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--f = circInPolygon (cr ^. crPos . _xy) (crRad $ cr ^. crType)
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f = pointInPoly (cr ^. crPos . _xy)
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chasmRotate :: Creature -> Point2 -> World -> World
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