Refactor
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@@ -21,7 +21,7 @@ yourControl w (f,g) cr = ( (updateUsingInput . f, g)
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, Just . crAutoReload . mouseActionsCr (_mouseButtons w) $ wasdWithAiming w speed strafeSpeed 0 cr
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)
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where
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strafeSpeed = _varMovementSpeedModifier w * equipFactor * (fromMaybe 1 $ yourItem w ^? itAimingSpeed)
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strafeSpeed = _varMovementSpeedModifier w * equipFactor * fromMaybe 1 (yourItem w ^? itAimingSpeed)
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speed = _varMovementSpeedModifier w * equipFactor
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equipFactor = product $ map equipSpeed $ IM.elems $ _crInv $ _creatures w IM.! 0
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@@ -37,16 +37,16 @@ wasdWithAiming w speed aimSpeed i cr
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. set crDir mouseDir
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$ set (crState . stance . carriage) (Boosting mov)
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cr
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| (any (\it -> it ^? itIdentity == Just JetPack) $ _crInv cr) && isMoving && isAiming
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| any (\it -> it ^? itIdentity == Just JetPack) (_crInv cr) && isMoving && isAiming
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= set crDir mouseDir
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$ set (crState . stance . carriage) Floating
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cr
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| (any (\it -> it ^? itIdentity == Just JetPack) $ _crInv cr) && isMoving
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| any (\it -> it ^? itIdentity == Just JetPack) (_crInv cr) && isMoving
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= over crPos (+.+ (speed *.* mov))
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. over crDir (flip fromMaybe dir)
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$ set (crState . stance . carriage) (Boosting mov)
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cr
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| (any (\it -> it ^? itIdentity == Just JetPack) $ _crInv cr) && isAiming
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| any (\it -> it ^? itIdentity == Just JetPack) (_crInv cr) && isAiming
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= set (crState . stance . carriage) Floating
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$ set crDir mouseDir
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cr
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@@ -61,25 +61,25 @@ wasdWithAiming w speed aimSpeed i cr
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cr
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| isMoving
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= stepForward speed
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$ over ( crPos) (+.+ (speed *.* mov))
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$ over ( crDir) (flip fromMaybe dir)
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$ over crPos (+.+ (speed *.* mov))
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$ over crDir (`fromMaybe` dir)
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$ set (crState . stance . carriage) (Walking 0 0)
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cr
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| otherwise
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= over ( crDir) (flip fromMaybe dir)
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= over crDir (`fromMaybe` dir)
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$ set (crState . stance . carriage) Standing
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cr
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where
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(mov',dir') = wasdComp (view keys w) w
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(mov,dir) = (rotateV (_cameraRot w) mov',fmap (_cameraRot w +) dir')
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isMoving = mov' /= (0,0)
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isAiming = (_posture $ _stance $ _crState cr) == Aiming
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isAiming = _posture (_stance $ _crState cr) == Aiming
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mouseDir = case w ^? creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment of
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Just (Just (ItScope {_scopePos = p})) -> normalizeAngle $ argV
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$ p +.+ 2 / _cameraZoom w
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*.* rotateV (_cameraRot w) (_mousePos w)
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_ -> normalizeAngle $ argV (_mousePos w) + _cameraRot w
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Just (Just ItScope{_scopePos = p}) -> normalizeAngle $ argV
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$ p +.+ 2 / _cameraZoom w
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*.* rotateV (_cameraRot w) (_mousePos w)
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_ -> normalizeAngle $ argV (_mousePos w) + _cameraRot w
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wasdM :: World -> SDL.Scancode -> Point2
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