Add code for determining item orientation
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@@ -10,6 +10,7 @@ module Dodge.HeldUse (
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heldEffectMuzzles,
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) where
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import qualified Quaternion as Q
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import Color
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import Control.Applicative
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import Control.Monad
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@@ -782,6 +783,7 @@ useLoadedAmmo itmtree cr (_, w) (Just (mz, x, magtree)) = (,) True $
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MuzzleRLauncher -> createProjectileR itmtree magtree mz cr w
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MuzzleGLauncher ->
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createProjectile
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(0, Q.qID)
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(Grenade (getGrenadeHitEffect itmtree))
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magtree
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(getPJStabiliser itmtree)
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@@ -1288,6 +1290,7 @@ createProjectileR ::
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World
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createProjectileR itmtree magtree =
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createProjectile
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(0, Q.qID)
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( Rocket
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(determineProjectileTracking magtree itmtree)
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smoke
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@@ -1315,6 +1318,7 @@ getGrenadeHitEffect t = case lookup GrenadeHitEffectLink (t ^. ldtRight) of
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_ -> GBounce 2
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createProjectile ::
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(Point3, Q.Quaternion Float) ->
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ProjectileType ->
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LDTree ItemLink Item ->
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Maybe PJStabiliser ->
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@@ -1322,7 +1326,7 @@ createProjectile ::
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Creature ->
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World ->
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World
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createProjectile pjtype magtree stab muz cr = fromMaybe failsound $ do
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createProjectile x pjtype magtree stab muz cr = fromMaybe failsound $ do
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magid <- magtree ^? ldtValue . itLocation . ilInvID
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ammoitem <- cr ^? crInv . ix magid
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let rdetonate =
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@@ -1336,7 +1340,7 @@ createProjectile pjtype magtree stab muz cr = fromMaybe failsound $ do
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-- <|> ammoitem ^? itConsumables . magParams . ampPayload
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<|> magAmmoParams ammoitem ^? _Just . ampPayload
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return $
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createShell rdetonate rscreen stab pjtype aparams muz cr
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createShell x rdetonate rscreen stab pjtype aparams muz cr
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. startthesound
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where
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-- the sound should be moved to the projectile firing
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