Start work on crafting/combinations
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@@ -35,7 +35,7 @@ bulHitCr bt p cr w
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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cid = _crID cr
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colID = _btColor' bt
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p1 = p +.+ 2 *.* safeNormalizeV (p -.- _crPos cr)
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p1 = p +.+ 2 *.* squashNormalizeV (p -.- _crPos cr)
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bulletHitSound :: Point2 -> World -> World
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bulletHitSound p = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
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@@ -52,7 +52,7 @@ 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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cid = _crID cr
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newDir = safeNormalizeV (p -.- _crPos cr)
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newDir = squashNormalizeV (p -.- _crPos cr)
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pOut = p +.+ 2 *.* newDir
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reflectVel = magV bulVel *.* newDir
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addBouncer = worldEvents %~ ( over particles (bouncer :) . )
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@@ -137,7 +137,7 @@ bulBounceWall bt p wl = damageWall (Blunt 50 sp p ep) wl . over worldEvents addB
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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pOut = p +.+ squashNormalizeV (sp -.- p)
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bouncer = (aGenBulAt Nothing pOut reflectVel (_btHitEffect' bt) (_btWidth' bt)
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) {_btTimer' = _btTimer' bt - 1}
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reflectVel = reflVelWall wl (_btVel' bt)
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@@ -157,9 +157,9 @@ bulIncWall bt p wl = damageWall (Blunt 50 sp p ep) wl . incFlamelets
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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pOut = p +.+ squashNormalizeV (sp -.- p)
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wallV = uncurry (-.-) (_wlLine wl)
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reflectVel = safeNormalizeV $ reflectIn wallV (_btVel' bt)
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reflectVel = squashNormalizeV $ reflectIn wallV (_btVel' bt)
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incFlamelets = over worldEvents $ (.) (makeFlameletTimed pOut 20 reflectVel Nothing 3 20)
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{- | Create a shockwave on wall-}
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bulConWall
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@@ -186,7 +186,7 @@ hvBulHitWall bt p wl w = damageWall (Piercing 200 sp p ep) wl
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where
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ep = sp +.+ _btVel' bt
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sp = head $ _btTrail' bt
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pOut = p +.+ safeNormalizeV (sp -.- p)
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pOut = p +.+ squashNormalizeV (sp -.- p)
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(a, g) = randomR (-0.2,0.2) $ _randGen w
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sv = unitVectorAtAngle $ a + reflDirWall sp p wl
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cs' = take 10 $ randomRs (0,11) $ _randGen w
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