Fix aiming with no weapon crash
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@@ -52,8 +52,8 @@ bulBounceArmCr' bt p cr w
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reflectVel = magV bulVel *.* newDir
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addBouncer = instantParticles .:~ bouncer
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bouncer = (aGenBulAt Nothing pOut reflectVel (_btDrag bt)
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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(_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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{- | Bullet pass through creatures. -}
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bulPenCr' :: Particle -> Point2 -> Creature -> World -> World
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bulPenCr' bt p cr w = w
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@@ -71,8 +71,8 @@ bulPenCr' bt p cr w = w
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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piercer = (aGenBulAt (Just cid) p (_ptVel bt) (_btDrag bt)
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(_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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(_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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{- | Heavy bullet effects when hitting creature:
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piercing, blunt, twisting and pushback damage all applied. -}
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hvBulHitCr :: Particle -> Point2 -> Creature -> World -> World
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@@ -92,7 +92,7 @@ hvBulHitCr bt p cr w = w
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{- | Create a flamelet when hitting a creature. -}
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bulIncCr :: Particle -> Point2 -> Creature -> World -> World
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bulIncCr bt p cr w = w
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& makeFlameletTimed p 20 v Nothing 3 20
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& makeFlamelet p 20 v Nothing 3 20
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& bulletHitSound p
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& creatures . ix cid . crState . crDamage .:~ Piercing 60 sp p ep
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where
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@@ -123,8 +123,8 @@ bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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bouncer = (aGenBulAt Nothing pOut reflectVel (_btDrag bt) (_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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bouncer = (aGenBulAt Nothing pOut reflectVel (_btDrag bt) (_ptHitEff bt) (_ptWidth bt)
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) {_ptTimer = _ptTimer bt - 1}
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reflectVel = reflVelWall wl (_ptVel bt)
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-- the hack is to get around the fact that the particles list gets reset after
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-- all projectiles in it are checked, so we cannot add to it as we accumulate over
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@@ -138,7 +138,7 @@ bulIncWall
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-> World
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-> World
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bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl
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. makeFlameletTimed pOut 20 reflectVel Nothing 3 20
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. makeFlamelet pOut 20 reflectVel Nothing 3 20
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where
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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