Working element buffer object
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@@ -16,7 +16,7 @@ import Dodge.Item.Weapon.TriggerType
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import Dodge.SoundLogic.LoadSound
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import Picture
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import Geometry
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import ShapePicture
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--import ShapePicture
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import Shape
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import qualified Data.Sequence as Seq
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@@ -51,12 +51,12 @@ 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 = SPic emptySH $ onLayer FlItLayer autoGunPic
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer autoGunPic
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, _itAimingSpeed = 0.4
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, _itAimingRange = 1
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, _itZoom = defaultItZoom
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, _itAimZoom = defaultItZoom {_itZoomFac = 1.5}
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, _itEquipPict = pictureWeaponOnAim $ SPic emptySH autoGunPic
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, _itEquipPict = pictureWeaponOnAim $ (,) emptySH autoGunPic
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, _itEffect = wpRecock
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, _itAttachment = ItCharMode $ Seq.fromList "MS"
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, _itScroll = scrollCharMode
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@@ -18,7 +18,7 @@ import Dodge.Picture.Layer
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import Dodge.SoundLogic.LoadSound
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import Picture
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import Geometry
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import ShapePicture
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--import ShapePicture
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import Shape
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--import System.Random
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@@ -37,8 +37,8 @@ bezierGun = defaultGun
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. withRecoilI 40
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. torqueBefore 0.05
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]
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, _itFloorPict = SPic emptySH $ onLayer FlItLayer bezierGunPic
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, _itEquipPict = pictureWeaponOnAim $ SPic emptySH bezierGunPic
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer bezierGunPic
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, _itEquipPict = pictureWeaponOnAim $ (,) emptySH bezierGunPic
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, _itAttachment = NoItAttachment
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, _itScroll = \_ _ -> removeItTarget
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, _itHammer = HammerUp
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@@ -52,7 +52,7 @@ moveGrenade time dir pID w = case hitWl of
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grenadePic :: Int -> SPic
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grenadePic x = SPic emptySH $ pictures
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grenadePic x = (,) emptySH $ pictures
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[ color (dark $ dark green) $ circleSolid 5
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, color green $ arc (degToRad $ (179 * fromIntegral x / 50) - 180 )
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(degToRad $ 180 - (179 * fromIntegral x / 50) )
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@@ -79,7 +79,7 @@ throwGrenade explosion cr w = setWp $ removePict $ over projectiles addG w
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, _pjPayload = explosion
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}
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j = _crInvSel cr
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removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> SPic emptySH blank
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removePict = set (creatures . ix n . crInv . ix j . itEquipPict) $ \ _ _ -> (,) emptySH blank
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i = newProjectileKey w
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--(_, g) = randomR (-grenadeAccA,grenadeAccA::Float) (_randGen w)
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--(_, _) = randomR (1 - 2*grenadeAccL,1+grenadeAccL::Float) g
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@@ -22,7 +22,7 @@ import Geometry.Vector3D
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import Picture
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import qualified IntMapHelp as IM
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import Padding
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import ShapePicture
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--import ShapePicture
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import Shape
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import Data.Maybe
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@@ -50,10 +50,10 @@ launcher = defaultGun
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]
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, _wpSpread = 0.02
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, _wpRange = 20
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, _itFloorPict = SPic emptySH $ onLayer FlItLayer launcherPic
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer launcherPic
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, _itAimingSpeed = 0.2
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, _itAimingRange = 0.5
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, _itEquipPict = pictureWeaponOnAim $ SPic emptySH launcherPic
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, _itEquipPict = pictureWeaponOnAim $ (,) emptySH launcherPic
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, _itHammer = NoHammer
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, _itEffect = NoItEffect
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, _wpAmmo = defaultShellAmmo
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