Tweak walk cycle parameters
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@@ -28,7 +28,7 @@ autoGun = defaultAutoGun
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, _wpLoadedAmmo = 30
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, _wpReloadTime = 80
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, _wpReloadState = 0
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, _itUseRate = 6
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, _itUseRate = 5
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, _itUseTime = 0
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, _itUse = \_ -> charFiringStrat
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[('M',autoFireMode)
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@@ -37,15 +37,14 @@ autoGun = defaultAutoGun
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, _wpSpread = autogunSpread
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, _wpRange = 20
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, _itHammer = HammerUp
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, _itFloorPict = onLayer FlItLayer autoGunPict
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, _itFloorPict = onLayer FlItLayer autoGunPic
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, _itAimingSpeed = 0.4
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, _itAimingRange = 1
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, _itZoom = defaultItZoom {_itAimZoomFac = 1.5}
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, _itEquipPict = pictureWeaponOnAim autoGunPict
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, _itEquipPict = pictureWeaponOnAim autoGunPic
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, _itEffect = wpRecock
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, _itAttachment = Just $ ItCharMode $ Seq.fromList "MS"
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, _itScrollUp = incCharMode
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, _itScrollDown = decCharMode
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, _itScroll = scrollCharMode
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, _itInvDisplay = basicWeaponDisplay
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, _wpAmmo = basicBullet
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}
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@@ -60,8 +59,8 @@ autoGunNonTwistEff = withRecoil 40
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. withVelWthHiteff (50,0) 3
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$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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autoGunPict :: Picture
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autoGunPict = color red $ polygon $ rectNESW 4 12 (-4) (-12)
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autoGunPic :: Picture
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autoGunPic = color red $ polygon $ rectNESW 4 12 (-4) (-12)
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autogunSpread :: Float
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autogunSpread = 0.07
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@@ -4,6 +4,7 @@ import Dodge.Data
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import Dodge.Base
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import Dodge.Default.Weapon
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import Dodge.Item.Data
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.Targeting
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Item.Weapon.ExtraEffect
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@@ -12,6 +13,7 @@ import Dodge.Particle.Bullet.Spawn
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import Dodge.Particle.Bullet.HitEffect
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import Dodge.WorldEvent.HitEffect
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import Dodge.RandomHelp
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import Dodge.Picture.Layer
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import Picture
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import Geometry
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@@ -28,14 +30,20 @@ bezierGun = defaultGun
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. withRecoil 40
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. torqueBefore 0.05 -- I believe that this doesn't affect
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$ shootBezier $ fromJust p -- <- the start point
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, _itFloorPict = onLayer FlItLayer bezierGunPic
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, _itEquipPict = pictureWeaponOnAim bezierGunPic
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, _itAttachment = Nothing
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, _itScrollUp = removeItTarget 0
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, _itScrollDown = removeItTarget 0
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, _itScroll = removeItTarget 0
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, _itHammer = HammerUp
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, _itEffect = rbSetTarget
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, _itZoom = defaultItZoom
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, _itAimingRange = 0
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, _wpMaxAmmo = 50
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, _itUseRate = 6
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, _itAimStance = TwoHandTwist
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}
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bezierGunPic :: Picture
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bezierGunPic = color red $ polygon $ rectNESW 4 12 (-4) (-12)
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shootBezier :: Point2 -> Creature -> World -> World
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shootBezier targetp cr w = w & particles %~ (theBullet :)
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@@ -10,3 +10,10 @@ basicBullet = BulletAmmo
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, _amBulWth = 2
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, _amBulVel = (30,0)
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}
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hvBullet :: Ammo
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hvBullet = BulletAmmo
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{ _amString = "HVBULLET"
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, _amBulEff = penWalls hvBulHitCr hvBulHitWall' bulHitFF'
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, _amBulWth = 6
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, _amBulVel = (80,0)
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}
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@@ -13,6 +13,7 @@ import Dodge.Item.Weapon.UseEffect
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.ThingsHit
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import Dodge.Picture.Layer
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import Dodge.Creature.Test
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import Picture
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import Geometry.Vector
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@@ -58,7 +59,7 @@ itemLaserScopeEffect
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moveHammerUp !HammerDown = HammerReleased
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moveHammerUp !_ = HammerUp
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f _ cr invid w
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| invid == _crInvSel cr = w
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| invid == _crInvSel cr && crIsAiming' cr = w
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& particles %~ (:) (makeLaserScope sp ep reloadFrac)
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& creatures . ix (_crID cr) . crInv . ix invid . itHammer %~ moveHammerUp
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& laserScopeTargetGlow col glowPoint
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@@ -13,8 +13,8 @@ useTargetPos f cr w = case cr ^? crInv . ix (_crInvSel cr) . itTargeting . _Just
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Nothing -> w
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Just (g,_) -> f (g w) cr w
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removeItTarget :: Int -> Int -> World -> World
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removeItTarget i _ w = w & creatures . ix i . crInv . ix itRef . itTargeting .~ Nothing
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removeItTarget :: Int -> Float -> Creature -> World -> World
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removeItTarget i _ _ w = w & creatures . ix i . crInv . ix itRef . itTargeting .~ Nothing
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where
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cr = _creatures w IM.! i
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itRef = _crInvSel cr
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