reimplement enemy-filter loop (now enemy's reaction, and decision to possibly filter, is fully under enemy's control - physics, damage reaction, whether to filter or update enemy's state, etc.)
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@@ -8,6 +8,22 @@ struct
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val enemyTree = Enemy.generateTree enemies
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val player = Player.runPhysicsAndInput (game, input, enemyTree)
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val projectiles = #projectiles player
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val projectileTree = Projectile.generateTree projectiles
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val enemies = Enemy.updateEnemyList
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( Vector.length enemies - 1
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, enemies
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, projectiles
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, projectileTree
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, walls
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, wallTree
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, platforms
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, platformTree
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, player
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, graph
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, []
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)
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in
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{ player = player
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, walls = walls
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