Cleanup, remove bullet tweaks
This commit is contained in:
@@ -115,9 +115,10 @@ moduleCombinations =
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)
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, ( ModBullet
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, bulletWeapons
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, [amod [INCENDIARYMODULE] "+INCENDIARY" (f $ destroyOnImpact bulIncCr bulIncWall)
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, [amod [INCENDIARYMODULE] "+INCENDIARY" (f $ bulletDestroySpawn incBall)
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,amod [BOUNCEMODULE] "+BOUNCE" (f $ destroyOnImpact bulBounceArmCr bulBounceWall)
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,amod [STATICMODULE] "+STATIC" (f $ bulletDestroySpawn aStaticBall)
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,amod [CONCUSSMODULE] "+CONCUSS" (f $ bulletDestroySpawn concBall)
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]
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)
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, ( ModTarget
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@@ -111,6 +111,7 @@ data CombineType
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-- bullet
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| INCENDIARYMODULE
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| STATICMODULE
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| CONCUSSMODULE
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| FRAGMODULE
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| FLASHMODULE
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| BOUNCEMODULE
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@@ -103,7 +103,7 @@ multGunCrit :: Creature
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multGunCrit = defaultCreature
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{ _crPict = basicCrPict red
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-- , _crUpdate = stateUpdate (twitchMissAI 300 350)
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, _crInv = IM.fromList [(0,multGun),(1,medkit 100)]
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, _crInv = IM.fromList [(0,bangCaneX 4),(1,medkit 100)]
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, _crInvSel = 0
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, _crRad = 10
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, _crHP = 300
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@@ -1,15 +1,10 @@
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module Dodge.Item.Weapon.Bullet
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( basicBullet
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, incBullet
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, staticBullet
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, conBullet
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, bounceBullet
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, ltBullet
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, hvBullet
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) where
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import Dodge.Data
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import Dodge.WorldEvent.HitEffect
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import Dodge.WorldEvent.SpawnParticle
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import Dodge.Particle.Bullet.HitEffect
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import Geometry.Data
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@@ -21,38 +16,6 @@ basicBullet = BulletAmmo
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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incBullet :: AmmoType
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incBullet = BulletAmmo
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{ _amString = "INCENDIARY"
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, _amBulEff = destroyOnImpact bulIncCr bulIncWall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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staticBullet :: AmmoType
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staticBullet = BulletAmmo
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{ _amString = "STATIC"
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, _amBulEff = bulletDestroySpawn aStaticBall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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conBullet :: AmmoType
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conBullet = BulletAmmo
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{ _amString = "CONCUSSIVE"
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, _amBulEff = destroyOnImpact bulConCr bulConWall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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bounceBullet :: AmmoType
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bounceBullet = BulletAmmo
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{ _amString = "BOUNCING"
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, _amBulEff = destroyOnImpact bulHitCr bulBounceWall
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, _amBulWth = 2
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, _amBulVel = V2 50 0
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, _amBulTraj = BasicBulletTrajectory
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}
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ltBullet :: AmmoType
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ltBullet = BulletAmmo
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{ _amString = "LTBULLET"
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@@ -14,7 +14,6 @@ module Dodge.Item.Weapon.BulletGun.Cane
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import Dodge.Item.Weapon.BulletGun.Clip
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import Dodge.Data
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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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@@ -72,7 +71,6 @@ bangCane = defaultGun
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, withSmoke 1 black 20 200 5
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, withMuzFlareI
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]
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, _itTweaks = defaultBulletSelTweak
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, _itDimension = ItemDimension
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{ _dimRad = 8
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, _dimCenter = V3 5 0 0
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@@ -292,7 +290,6 @@ miniGunX i = defaultAutoGun
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, _randomOffset = 10
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}
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, _itEquipPict = pictureWeaponAim (miniGunXPictItem i)
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, _itTweaks = defaultBulletSelTweak
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, _itInvSize = 4
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, _itInvDisplay = \it -> head (basicItemDisplay it) :
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["*" ++ replicate 13 ' ' ++ "*"
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@@ -10,7 +10,6 @@ module Dodge.Item.Weapon.BulletGun.Stick
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import Dodge.Item.Weapon.BulletGun.Clip
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import Dodge.Data
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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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@@ -78,7 +77,6 @@ bangStick i = defaultGun
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, _torqueAfter = 0.18 + 0.02 * fromIntegral i
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, _randomOffset = 0
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}
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, _itTweaks = defaultBulletSelTweak
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, _itInvSize = fromIntegral i / 3
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, _itDimension = ItemDimension
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{ _dimRad = 5
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@@ -187,7 +185,6 @@ pistol = (bangStick 1)
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-- , _itEquipPict = pictureWeaponAim pistolPic
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, _itID = Nothing
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, _itInvColor = white
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, _itTweaks = defaultBulletSelTweak
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} & itDimension . dimSPic .~ (\it -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it)
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& itParams %~
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( ( muzVel .~ 0.8 )
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@@ -9,7 +9,6 @@ module Dodge.Item.Weapon.BulletGuns
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, hvAutoGun
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, autogunSpread
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, autoGun
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, multGun
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, autoGunPic
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, longGun
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, module Dodge.Item.Weapon.BulletGun.Stick
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@@ -23,7 +22,6 @@ import Dodge.Item.Weapon.ZoomScope
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--import Dodge.Item.Weapon.BulletGun.Clip
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import Dodge.Data
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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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@@ -92,7 +90,6 @@ autoGun = defaultAutoGun
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, _torqueAfter = 0
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, _randomOffset = 0
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}
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, _itTweaks = defaultBulletSelTweak
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}
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autoGunPic :: Item -> SPic
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autoGunPic it = noPic $
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@@ -148,7 +145,6 @@ bangCone = defaultGun
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, _dimSPic = const $ noPic $ colorSH cyan $ upperPrismPoly 3 (rectXH 5 2)
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<> upperPrismPoly 6 (rectNSEW 4 (-4) 15 5)
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}
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, _itTweaks = defaultBulletSelTweak
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}
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coneRandItemUpdate :: State StdGen (Item -> Item)
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coneRandItemUpdate = do
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@@ -273,45 +269,6 @@ ltAutoGun = defaultAutoGun
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, _bore = 2
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, _gunBarrels = SingleBarrel autogunSpread
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}
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, _itTweaks = defaultBulletSelTweak
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}
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multGun :: Item
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multGun = defaultGun
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{ _itName = "MULTGUN"
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, _itType = MULTGUN
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, _itConsumption = defaultAmmo
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{ _aoType = basicBullet
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, _ammoBaseMax = 5
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, _ammoLoaded = 2
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, _reloadTime = 10
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, _reloadType = ActivePartial 1
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}
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, _itUse = ruseAmmoParamsRate 20 upHammer
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[ ammoCheckI
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, hammerCheckI
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, useTimeCheck
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, withSoundStart shotgunS
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, useAllAmmo
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, withRecoil
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, withMuzFlareI
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, duplicateLoadedBarrels
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]
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& useAim . aimSpeed .~ 0.4
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& useAim . aimRange .~ 1
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& useAim . aimStance .~ TwoHandTwist
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& useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
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-- , _itFloorPict = multGunSPic
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, _itParams = defBulletShooter
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{ _muzVel = 1
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, _rifling = 0.9
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, _bore = 3
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, _gunBarrels = MultiBarrel
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{_brlNum = 5
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,_brlSpread = AlignedBarrels
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,_brlInaccuracy = 0
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}
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}
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, _itTweaks = defaultBulletSelTweak
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}
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longGun :: Item
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longGun = defaultGun
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@@ -21,9 +21,9 @@ bossKeyItems =
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lockRoomKeyItems :: RandomGen g => [ (Int -> State g (SubCompTree Room) , State g CombineType ) ]
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lockRoomKeyItems =
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-- [(lasCenSensEdge, takeOne [LAUNCHER,LASGUN,SPARKGUN,FLATSHIELD] )
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-- ,(sensorRoomRunPast Electrical, return SPARKGUN )
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[(sensorRoomRunPast Electrical, return STATICMODULE )
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-- [(sensorRoomRunPast Electrical, takeOne [STATICMODULE,SPARKGUN] )
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--,(sensorRoomRunPast Flaming, takeOne [FLAMESPITTER, INCENDIARYMODULE] )
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[(sensorRoomRunPast Flaming, takeOne [INCENDIARYMODULE] )
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-- ,(sensorRoomRunPast Lasering, return LASGUN )
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-- ,(const slowDoorRoomRunPast, return MINIGUN)
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-- ,(const longRoomRunPast, takeOne [SNIPERRIFLE,FLATSHIELD])
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@@ -110,7 +110,7 @@ damageGamut pdam bdam tor sp p ep =
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,Damage PushDam 1 sp p ep . PushBackDamage $ 3 *.* (ep -.- sp)
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]
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bulletDestroySpawn :: (Point2 -> Particle)
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bulletDestroySpawn :: (Point2 -> State StdGen Particle)
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-> Particle
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-> [(Point2, Either Creature Wall)]
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-> World
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@@ -118,55 +118,37 @@ bulletDestroySpawn :: (Point2 -> Particle)
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bulletDestroySpawn f = destroyOnImpact (bulDestroyCr f) (bulDestroyWall f)
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{- | Create a flamelet when hitting a creature. -}
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bulDestroyCr :: (Point2 -> Particle) -> Particle -> Point2 -> Creature -> World -> World
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bulDestroyCr :: (Point2 -> State StdGen Particle)
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-> Particle -> Point2 -> Creature -> World -> World
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bulDestroyCr f bt p cr w = w
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& instantParticles .:~ (f v & ptPos .~ p)
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& instantParticles .:~ (pt & ptPos .~ p)
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& bulletHitSound p
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& creatures . ix cid . crState . crDamage .:~ Damage Piercing 60 sp p ep NoDamageEffect
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& randGen .~ g
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where
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(pt,g) = randInCirc 1 >>= f & runState $ _randGen w
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cid = _crID cr
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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v = evalState (randInCirc 1) $ _randGen w
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{- | Create flamelet on wall. -}
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bulDestroyWall
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:: (Point2 -> Particle)
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bulDestroyWall :: (Point2 -> State StdGen Particle)
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-> Particle
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-> Point2 -- Impact point
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-> Wall
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-> World
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-> World
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bulDestroyWall f bt p wl = damageWall (Damage Blunt 50 sp p ep NoDamageEffect) wl
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. (instantParticles .:~ (f reflectVel & ptPos .~ pOut))
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bulDestroyWall f bt p wl w = w
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& damageWall (Damage Piercing 60 sp p ep NoDamageEffect) wl
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& (instantParticles .:~ (pt & ptPos .~ pOut))
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& randGen .~ g
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where
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(pt,g) = runState (f reflectVel) (_randGen w)
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ep = sp +.+ _ptVel bt
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sp = head $ _ptTrail bt
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pOut = p +.+ squashNormalizeV (sp -.- p)
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = squashNormalizeV $ reflectIn wallV (_ptVel bt)
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{- | Create a flamelet when hitting a creature. -}
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bulIncCr :: Particle -> Point2 -> Creature -> World -> World
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bulIncCr bt p cr w = w
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& makeFlamelet p 20 v Nothing 3 20
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& bulletHitSound p
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& creatures . ix cid . crState . crDamage .:~ Damage Piercing 60 sp p ep NoDamageEffect
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where
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cid = _crID cr
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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v = evalState (randInCirc 1) $ _randGen w
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{- | Creates a shockwave when hitting a creature. -}
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bulConCr :: Particle -> Point2 -> Creature -> World -> World
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bulConCr bt p cr
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= over (creatures . ix cid . crState . crDamage) (Damage Blunt 10 sp p ep NoDamageEffect :)
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. makeShockwaveAt [] p 15 4 1 white
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. bulletHitSound p
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where
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cid = _crID cr
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sp = head $ _ptTrail bt
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ep = sp +.+ _ptVel bt
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{- | Hitting wall effects: create a spark, damage blocks. -}
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bulHitWall :: Particle -> Point2 -> Wall -> World -> World
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bulHitWall bt p = damageWall (Damage Piercing 100 sp p ep NoDamageEffect)
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@@ -5,7 +5,6 @@ import Dodge.PlacementSpot
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import Dodge.RoomLink
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import Dodge.Default.Room
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import Dodge.Item.Weapon.BulletGuns
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import Dodge.Item.Weapon.Launcher
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import Dodge.Creature
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import Dodge.Room.Pillar
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import Dodge.Room.Modify.Girder
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@@ -177,11 +176,8 @@ randFirstWeapon :: State StdGen PSType
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randFirstWeapon = do
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takeOne $ map PutFlIt $
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replicate 10 pistol
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++ replicate 5 ltAutoGun
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++ replicate 5 (bangStick 3)
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++ replicate 5 multGun
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++ replicate 2 autoGun
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++ [launcher]
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++ replicate 5 (bangStick 4)
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++ replicate 5 (bangCaneX 3)
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weaponEmptyRoom :: RandomGen g => State g (SubCompTree Room)
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weaponEmptyRoom = do
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@@ -1,32 +0,0 @@
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module Dodge.TweakBullet where
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import Dodge.Data
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import Dodge.Item.Weapon.Bullet
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import qualified Data.IntMap.Strict as IM
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import Control.Lens
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defaultBulletSelTweak :: ItemTweaks
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defaultBulletSelTweak = Tweakable
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{_tweakSel = 0
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,_tweakParams = IM.fromList $ zip [0..]
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[ bulSelTweak
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]
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}
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bulSelTweak :: TweakParam
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bulSelTweak = TweakParam
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{_doTweak = intToBulAmmo
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,_curTweak = 0
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,_maxTweak = 4
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,_showTweak = _amString . (bulletTypes IM.!)
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,_nameTweak = "BULLET TYPE"
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}
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intToBulAmmo :: Int -> Item -> Item
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intToBulAmmo i = itConsumption . aoType .~ bulletTypes IM.! i
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bulletTypes :: IM.IntMap AmmoType
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bulletTypes = IM.fromList $ zip [0..]
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[ basicBullet
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, incBullet
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, conBullet
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, bounceBullet
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]
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@@ -1,6 +1,8 @@
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module Dodge.WorldEvent.Shockwave
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( makeShockwaveAt
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, inverseShockwaveAt
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, drawShockwave
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, mvShockwave
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) where
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import Dodge.Data
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import Dodge.Wall.Damage
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@@ -5,6 +5,8 @@ module Dodge.WorldEvent.SpawnParticle
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, makeFlamelet
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, aStaticBall
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, makeStaticBall
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, incBall
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, concBall
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) where
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import Dodge.Data
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import Dodge.Base
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@@ -13,6 +15,7 @@ import Dodge.WorldEvent.HitEffect
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.Cloud
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Shockwave
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import Dodge.SoundLogic
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import Dodge.RandomHelp
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import Dodge.Wall.Damage
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@@ -111,8 +114,38 @@ moveFlame rotd w pt
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reflV wall = (0.3 *.* reflectIn (uncurry (-.-) . swap $ _wlLine wall) vel )
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+.+ (0.2 *.* vel)
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aStaticBall :: Point2 -> Particle
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aStaticBall vel = PtZ
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incBall :: RandomGen g => Point2 -> State g Particle
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incBall vel = do
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rot <- state $ randomR (0,3)
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return PtZ
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{ _ptDraw = drawFlameletZ rot
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, _ptUpdate = moveFlamelet
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, _ptVel = vel
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, _ptColor = red
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, _ptPos = V2 0 0
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, _ptCrIgnore = Nothing
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, _ptWidth = 3
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, _ptTimer = 20
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, _ptHitEff = damageBothTypeAmount Flaming 20
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, _ptZ = 20
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}
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concBall :: Point2 -> State g Particle
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concBall _ = return Shockwave
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{ _ptDraw = drawShockwave
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, _ptUpdate = mvShockwave []
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, _ptColor = white
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, _ptPos = 0
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, _ptRad = 15
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, _ptDam = 4
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, _ptPush = 1
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, _ptMaxTime = 10
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, _ptTimer = 10
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}
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aStaticBall :: Point2 -> State g Particle
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aStaticBall vel = return PtZ
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{ _ptDraw = drawStaticBall
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, _ptUpdate = moveStaticBall
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, _ptVel = vel
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Block a user