Add shaders that will just return positional information
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@@ -322,7 +322,8 @@ ltAutoGun = defaultAutoGun
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, useTimeCheckI
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, withSoundI 0
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, useAmmo 1
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, withRandomDirI 0.3
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, withRandomDirI 0.1
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, torqueAfterI 0.2
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, withSidePushI 50
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, withMuzFlareI
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]
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@@ -357,25 +358,30 @@ miniGun = defaultAutoGun
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[ ammoCheckI
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, withWarmUpI 26
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, useTimeCheckI
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, withRecoilI 25
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, withRecoilI recoilAmount
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, withSoundForI 28 2
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--, withThinSmokeI
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, torqueAfterI 0.05
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, withSidePushI 53
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, withRecoilI recoilAmount
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, withRandomOffsetI 12
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, trigDoAlso (useAmmoParamsVelMod vm1)
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--, torqueBeforeForcedI 0.001
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, withSidePushI 52
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, withRecoilI recoilAmount
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, withRandomOffsetI 11
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, withOldDir od1
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, trigDoAlso (useAmmoParamsVelMod vm2)
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--, torqueBeforeForcedI 0.001
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, withSidePushI 51
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, withRecoilI recoilAmount
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, withRandomOffsetI 10
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, withOldDir od2
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, trigDoAlso (useAmmoParamsVelMod vm3)
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, useAmmo 4
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--, torqueBeforeForcedI 0.001
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, withSidePushI 50
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, withRecoilI recoilAmount
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, withRandomOffsetI 9
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, withMuzFlareI
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, withOldDir od3
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@@ -388,6 +394,7 @@ miniGun = defaultAutoGun
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, _wpAmmo = basicBullet
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}
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where
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recoilAmount = 5
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[vm1,vm2,vm3,vm4] =
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[ 0.25
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, 0.5
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@@ -19,6 +19,7 @@ module Dodge.Item.Weapon.TriggerType
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, withRandomOffsetI
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, withRandomDirI
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, withRecoilI
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, afterRecoil
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, withSidePushAfterI
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, withSidePushI
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, withWarmUpI
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@@ -153,6 +154,13 @@ withSoundForI soundid playTime f item cr
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= soundFromPos (CrWeaponSound (_crID cr)) (_crPos cr) soundid playTime 0
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. f item cr
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afterRecoil
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:: Float -- ^ Recoil amount
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-> ChainEffect
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afterRecoil recoilAmount eff item cr = eff item (pushback cr) . over (creatures . ix cid) pushback
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where
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cid = _crID cr
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pushback = over crPos (+.+ rotateV (_crDir cr) (V2 ((-recoilAmount) / _crMass cr ) 0))
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withRecoilI
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:: Float -- ^ Recoil amount
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-> ChainEffect
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