Refactor bullet particles
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@@ -11,7 +11,8 @@ import Dodge.RandomHelp
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import Dodge.WorldEvent
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import Dodge.Default
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.Bullet
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import Dodge.Particle.Bullet.HitEffect
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import Dodge.Particle.Bullet.Spawn
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--import Dodge.Item.Weapon.Decoration
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import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.TriggerType
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@@ -44,7 +45,6 @@ pistol
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,lasGun
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,tractorGun
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,launcher
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,autoGun
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,ltAutoGun
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,hvAutoGun
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,miniGun
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@@ -78,7 +78,7 @@ pistol = Weapon
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. withRandomDir 0.1
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. withMuzFlare
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. withVelWthHiteff (30,0) 2
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$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
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$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itHammer = HammerUp
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@@ -114,7 +114,7 @@ autoEffectGun name eff = defaultAutoGun
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{ _itName = name ++ "Gun"
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, _wpFire = eff
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}
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autoGun :: Item
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autoGun = defaultGun
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{ _itName = "AUTOGUN"
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, _itIdentity = AutoGun
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@@ -153,7 +153,7 @@ autoGunNonTwistEff = withRecoil 40
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. withRandomDir (autogunSpread/2)
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. withMuzFlare
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. withVelWthHiteff (50,0) 3
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$ destroyOnImpact bulHitCr' bulHitWall' bulHitFF'
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$ destroyOnImpact bulHitCr bulHitWall' bulHitFF'
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rezGun = defaultGun
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{ _itName = "REANIMATOR"
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@@ -356,7 +356,7 @@ shootBezier targetp cid w = over particles (theBullet :) w
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startp
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(controlp +.+ randPos)
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(targetp +.+ randPos')
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(destroyOnImpact bulHitCr' bulHitWall' bulHitFF')
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(destroyOnImpact bulHitCr bulHitWall' bulHitFF')
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5
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controlp = mouseWorldPos w
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cr = _creatures w IM.! cid
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