Add twisting weapons and feet
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@@ -15,7 +15,9 @@ crMvBy
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:: Point2 -- ^ Movement translation vector, will be made relative to creature direction
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-> Creature
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-> Creature
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crMvBy p' cr = advanceStepCounter (magV p) $ over crPos (+.+ p) cr
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crMvBy p' cr = advanceStepCounter (magV p) cr
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& crPos %~ (+.+ p)
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& crMvDir .~ argV p
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where
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p = (*.*) (equipFactor * aimingFactor) $ rotateV (_crDir cr) p'
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equipFactor
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@@ -31,7 +33,9 @@ crMvAbsolute
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:: Point2 -- ^ Movement translation vector
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-> Creature
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-> Creature
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crMvAbsolute p' cr = advanceStepCounter (magV p) $ over crPos (+.+ p) cr
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crMvAbsolute p' cr = advanceStepCounter (magV p) cr
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& crPos %~ (+.+ p)
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& crMvDir .~ argV p
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where
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p = (*.*) (equipFactor * aimingFactor) p'
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equipFactor
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