Move bullet bouncing into separate datatype field
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@@ -4,22 +4,25 @@ module Dodge.Item.Weapon.Bullet
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) where
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import Dodge.Data
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import Dodge.Particle.Damage
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import Dodge.Particle.HitEffect.ExpireAndDamage
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import Geometry.Data
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basicBullet :: AmmoType
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basicBullet = BulletAmmo
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{ _amString = "BASIC"
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, _amBulEff = expireAndDamage' basicBulDams
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, _amBulDams = basicBulDams
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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, _amBulEffect = DestroyBullet
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, _amBulSpawn = BulSpark
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}
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hvBullet :: AmmoType
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hvBullet = BulletAmmo
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{ _amString = "HVBULLET"
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, _amBulEff = expireAndDamage' hvBulDams
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, _amBulDams = hvBulDams
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, _amBulWth = 6
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, _amBulVel = V2 80 0
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, _amBulTraj = BasicBulletTrajectory
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, _amBulEffect = DestroyBullet
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, _amBulSpawn = BulSpark
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}
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@@ -8,16 +8,10 @@ module Dodge.Item.Weapon.BulletGun.Rod
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) where
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import Dodge.Data
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import Dodge.Reloading.Action
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import Dodge.Particle.HitEffect
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import Dodge.Particle.Damage
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--import Dodge.ChainEffect
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--import Dodge.TweakBullet
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import Dodge.Default.Weapon
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--import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Default
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import Dodge.Item.Weapon.ZoomScope
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--import Dodge.Particle.HitEffect.ExpireAndDamage
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--import Dodge.Particle.Damage
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import Dodge.Item.Weapon.ExtraEffect
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import Dodge.Item.Weapon.TriggerType
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import Dodge.SoundLogic.LoadSound
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@@ -63,7 +57,7 @@ bangRod = defaultBulletWeapon
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& itUse . useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
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& itUse . useAim . aimHandlePos .~ 5
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& itUse . useAim . aimMuzPos .~ 30
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& itConsumption . laAmmoType . amBulEff .~ expireAndDamage' heavyBulDams
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& itConsumption . laAmmoType . amBulDams .~ heavyBulDams
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elephantGun :: Item
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elephantGun = bangRod
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& itType . iyBase .~ HELD ELEPHANTGUN
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