Cleanup. Start tweaking flares, glares and flashes
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@@ -30,7 +30,7 @@ bulHitCr :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr bt p cr w
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| crIsArmouredFrom p cr
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= createSparkCol 8 colID p1 (argV (p1 -.- p) + d1) . addDamageArmoured $ w
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| otherwise = addDamage . makeHitSound . flashEff $ w
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| otherwise = addDamage . makeHitSound $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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@@ -39,7 +39,6 @@ bulHitCr bt p cr w
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
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flashEff = over worldEvents (bloodFlashAt p . )
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cid = _crID cr
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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colID = _btColor' bt
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@@ -48,7 +47,7 @@ bulHitCr bt p cr w
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bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
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bulBounceArmCr' bt p cr w
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| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
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| otherwise = addDamage . makeHitSound . flashEff $ w
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| otherwise = addDamage . makeHitSound $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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@@ -57,7 +56,6 @@ bulBounceArmCr' bt p cr w
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
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flashEff = over worldEvents ((.) $ bloodFlashAt p)
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cid = _crID cr
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newDir = safeNormalizeV (p -.- _crPos cr)
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pOut = p +.+ 2 *.* newDir
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