Continue tweaking movement, remove _crMvAim
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-2
@@ -280,8 +280,8 @@ functionalUpdate =
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. over uvWorld (cWorld . lWorld . lClock +~ 1)
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. over uvWorld updateDistortions
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. over uvWorld updateCreatureSoundPositions
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. over uvWorld pushYouOutFromWalls
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. over uvWorld updateCreatureStrides
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. over uvWorld pushYouOutFromWalls
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. colCrsWalls
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. over uvWorld simpleCrSprings
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. over uvWorld updateDoors
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@@ -374,7 +374,7 @@ updateCreatureStrides = cWorld . lWorld . creatures . each %~ updateCreatureStri
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updateCreatureStride :: Creature -> Creature
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updateCreatureStride cr = cr & crType . strideAmount +~ d
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where
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s = fromMaybe 0 $ crMvType cr ^? mvSpeed
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s = 2 * fromMaybe 1 (crMvType cr ^? mvSpeed)
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-- d = min s . norm $ cr ^. crPos - cr ^. crOldPos
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d = max 0 . min s $ dotV (cr ^. crPos . _xy - cr ^. crOldPos . _xy) (unitVectorAtAngle (cr ^. crMvDir))
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