Refactor reloading to use list of required steps
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@@ -73,7 +73,7 @@ bangCane = defaultBulletWeapon
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} & itUse . useAim . aimStance .~ OneHand
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& itType . iyBase .~ BANGCANE
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& itConsumption . laMax .~ 1
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& itConsumption . laLoadType .~ ActivePartial 10 1 NoTransfer
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& itConsumption . laCycle .~ [Insert 10 (Just 1)]
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bangCaneX :: Int -> Item
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bangCaneX i = bangCane
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{ _itUse = ruseAmmoParamsRate 6 upHammer
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@@ -139,7 +139,7 @@ rifle = bangCane
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& itUse . useAim . aimStance .~ TwoHandTwist
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& itType . iyBase .~ RIFLE
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& itConsumption . laMax .~ 1
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& itConsumption . laLoadType .~ ActiveEject 5 5 NoTransfer
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& itConsumption . laCycle .~ [Eject 5, Insert 5 Nothing,Prime 5]
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& itUse . useAim . aimWeight .~ 6
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& itUse . useAim . aimRange .~ 1
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-- & itUse . useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
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@@ -148,8 +148,7 @@ repeater :: Item
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repeater = rifle
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& itType . iyModules . at ModRifleMag ?~ EMPTYMODULE
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& itType . iyBase .~ REPEATER
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& itConsumption . laLoadType . ejectTime .~ 40
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& itConsumption . laLoadType . insertTime .~ 40
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& itConsumption . laCycle .~ [Eject 5, Insert 15 Nothing,Prime 15]
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& itConsumption . laMax .~ 15
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& itDimension . dimSPic .~ (\it -> noPic $ baseRifleShape
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<> makeTinClipAt 0 (V3 10 (-2) 0) it
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@@ -252,8 +251,7 @@ miniGunX i = defaultAutoGun
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{ _laMax = 1500
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, _laLoaded = 1500
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}
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& laLoadType . ejectTime .~ 60
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& laLoadType . insertTime .~ 60
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& laCycle .~ [Eject 40, Insert 40 Nothing,Prime 40]
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, _itUse = miniGunUse i
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& useDelay .~ WarmUpNoDelay {_warmTime = 0,_warmMax = 100}
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& useAim . aimWeight .~ 6
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@@ -70,8 +70,7 @@ bangRod = defaultBulletWeapon
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}
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}
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& itConsumption . laMax .~ 1
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& itConsumption . laLoadType . ejectTime .~ 10
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& itConsumption . laLoadType . insertTime .~ 10
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& itConsumption . laCycle .~ [Eject 5, Insert 10 Nothing, Prime 5]
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& itType . iyBase .~ BANGROD
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& itUse . useAim . aimWeight .~ 8
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& itUse . useAim . aimRange .~ 1
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@@ -142,7 +141,6 @@ machineGun = bangRod
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& useDelay .~ VariableRate {_rateMax = 25, _rateMaxMax = 24, _rateMinMax = 7, _rateTime = 0}
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)
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& itConsumption . laMax .~ 100
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& itConsumption . laLoadType . ejectTime .~ 25
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& itConsumption . laLoadType . insertTime .~ 25
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& itConsumption . laCycle .~ [Eject 10, Insert 40 Nothing, Prime 10]
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& itInvSize .~ 3
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& itParams. torqueAfter .~ 0.2 -- not sure if this is necessary?
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@@ -78,7 +78,7 @@ bangStick i = defaultBulletWeapon
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}
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& itType . iyBase .~ BANGSTICK i
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& itConsumption . laMax .~ i
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& itConsumption . laLoadType .~ ActivePartial 10 1 NoTransfer
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& itConsumption . laCycle .~ [Insert 10 (Just 1)]
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baseStickShapeX :: Int -> Shape
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baseStickShapeX i = foldMap f [0..i-1]
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where
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@@ -108,7 +108,7 @@ revolver = pistol
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& itConsumption .~
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(defaultBulletLoadable
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& laMax .~ 6
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& laLoadType .~ ActivePartial 10 1 NoTransfer )
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& laCycle .~ [Insert 10 (Just 1)] )
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& itDimension . dimSPic .~ (\it -> noPic $ baseStickShape <> revolverClip it)
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& itType . iyBase .~ REVOLVER
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@@ -157,8 +157,7 @@ pistol :: Item
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pistol = (bangStick 1)
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& itConsumption .~ ( defaultBulletLoadable
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& laMax .~ 15
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& laLoadType . ejectTime .~ 20
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& laLoadType . insertTime .~ 20 )
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& laCycle .~ [Eject 5, Insert 5 Nothing, Prime 5] )
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& itUse .~ ruseAmmoParamsRate 6 upHammer (ammoHammerCheck : pistolAfterHamMods)
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& itDimension . dimSPic .~ (\it -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it)
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& itParams %~
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