Some linting
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@@ -158,18 +158,18 @@ farWallDist :: Point2 -> World -> Float
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{-# INLINE farWallDist #-}
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farWallDist cpos w = min (halfWidth w / (horizontalMax+50) ) (halfHeight w / (verticalMax+50) )
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where
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horizontalMax = maximum $ map (h' (V2 1 0)) rRays ++ map (h' (V2 (-1) (0))) lRays
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verticalMax = maximum $ map (h' (V2 0 1)) tRays ++ map (h' (V2 (0) (-1))) bRays
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horizontalMax = maximum $ map (h' (V2 1 0)) rRays ++ map (h' (V2 (-1) 0) ) lRays
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verticalMax = maximum $ map (h' (V2 0 1)) tRays ++ map (h' (V2 0 (-1))) bRays
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--h p = fromMaybe p $ collidePointIndirect cpos p $ wallsAlongLine cpos p w
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--h p = fromMaybe p . collidePointIndirect cpos p $ _walls w
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wos = wallsOnScreen w
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h p = fromMaybe p $ collidePointIndirect cpos p wos
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h' x p = dotV (rotateV camRot x) (p -.- cpos)
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camRot = _cameraRot w
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rRays = rotF [(V2 ( maxViewDistance) (y)) | y <- zs]
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lRays = rotF [(V2 (-maxViewDistance) (y)) | y <- zs]
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tRays = rotF [(V2 (y) ( maxViewDistance)) | y <- zs]
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bRays = rotF [(V2 (y) (-maxViewDistance)) | y <- zs]
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rRays = rotF [V2 maxViewDistance y | y <- zs]
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lRays = rotF [V2 (-maxViewDistance) y | y <- zs]
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tRays = rotF [V2 y maxViewDistance | y <- zs]
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bRays = rotF [V2 y (-maxViewDistance) | y <- zs]
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rotF = map (h . (+.+) cpos . rotateV (_cameraRot w))
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zs = takeWhile (< maxViewDistance) [-maxViewDistance,negate $ 0.75*maxViewDistance..]
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maxViewDistance = 800
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