Rethink damage data type, work on damage sensors
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@@ -73,6 +73,7 @@ followImpulse cr w imp = case imp of
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cid = _crID cr
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posFromID cid' = _crPos $ _creatures w IM.! cid'
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rr a = fst $ randomR (-a,a) $ _randGen w
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hitCr i = (creatures . ix i . crState . crDamage %~ addDam i)
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hitCr i = (creatures . ix i . crState . crDamage
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.:~ Damage Blunt 100 cpos (posFromID i) (posFromID i) NoDamageEffect
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)
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. soundStart (CrSound cid) cpos hitS Nothing
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addDam i = ( Blunt 100 cpos (posFromID i) (posFromID i) : )
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