Add spawner gun
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@@ -254,6 +254,7 @@ startCr = defaultCreature
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(
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[pistol
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,blinkGun
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,spawnGun lamp
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,flameGrenade
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,teslaGrenade
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,autoGun
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@@ -82,6 +82,7 @@ pistol = Weapon
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, _itInvColor = white
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}
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defaultGun = pistol
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defaultAutoGun = autoGun {_itScrollUp = const id
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, _itScrollDown = const id, _itInvDisplay = basicWeaponDisplay}
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effectGun :: String -> (Int -> World -> World) -> Item
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@@ -900,13 +901,14 @@ aFlame a cid w
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w
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where
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(a2,g) = randomR (-0.1,0.1) (_randGen w)
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(t,_) = randomR (99,101) (_randGen w)
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angle = min flamerAngle $ max (-flamerAngle) (a + a2)
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cr = (_creatures w IM.! cid)
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dir = _crDir cr + angle
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pos = _crPos cr +.+ ((_crRad cr + 2.9) *.* unitVectorAtAngle (_crDir cr))
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w1 = set randGen g w
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vel = (_crPos cr -.- _crOldPos cr) +.+ 4 *.* unitVectorAtAngle dir
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insertFlame = makeFlame pos vel (Just cid) -- . makeFlame pos2 vel (Just cid)
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insertFlame = makeFlame t pos vel (Just cid) -- . makeFlame pos2 vel (Just cid)
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resetAngle = set (creatures . ix cid . crInv . ix (_crInvSel cr) . wpFire)
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(shoot $ aFlame angle)
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@@ -1942,4 +1944,23 @@ makeLaserScope p ep d relFrac = Particle'
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spawnGun :: Creature -> Item
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spawnGun cr = defaultGun
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{ _itName = "SPAWNER"
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, _wpMaxAmmo = 1
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, _wpLoadedAmmo = 1
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, _wpReloadTime = 80
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, _wpReloadState = 0
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, _wpFireRate = 100
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, _wpFire = spawnCrNextTo cr
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}
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spawnCrNextTo :: Creature -> Int -> World -> World
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spawnCrNextTo cr i w = w & creatures %~ IM.insert k newCr
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where
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k = newKey $ _creatures w
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sCr = _creatures w IM.! i
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newCr = cr
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& crID .~ k
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& crPos .~ _crPos sCr +.+ unitVectorAtAngle (_crDir sCr)
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& crOldPos .~ _crPos sCr +.+ unitVectorAtAngle (_crDir sCr)
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@@ -37,8 +37,8 @@ aFlameParticle t pos vel maycid = Pt'
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, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
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}
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makeFlame :: Point2 -> Point2 -> Maybe Int -> World -> World
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makeFlame pos vel maycid = over particles' (aFlameParticle 100 pos vel maycid : )
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makeFlame :: Int -> Point2 -> Point2 -> Maybe Int -> World -> World
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makeFlame t pos vel maycid = over particles' (aFlameParticle t pos vel maycid : )
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drawFlame :: Point2 -> Particle' -> Picture
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drawFlame rotd pt = thePic
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