Split bullet spawning and bouncing/penetration
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@@ -18,7 +18,7 @@ posEventEffect pv = case _pvType pv of
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SparkSpawner -> spawnElectricalSparks (_pvPos pv)
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spawnElectricalSparks :: Point2 -> World -> World
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spawnElectricalSparks p = randSpark ELECTRICAL rspeed rcol rdir p
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spawnElectricalSparks = randSpark ELECTRICAL rspeed rcol rdir
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where
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rspeed = state (randomR (3,6))
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rcol = brightX 100 1.5 <$> takeOne [white,azure,blue,cyan]
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