Allow for bullet drag
This commit is contained in:
@@ -9,8 +9,9 @@ module Dodge.Item.Weapon.AmmoParams
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import Dodge.Data
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import Dodge.Particle.Bullet.Spawn
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import Geometry
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import LensHelp
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import Control.Lens
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--import Control.Lens
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useAmmoParamsRate :: Int
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-> HammerType
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@@ -32,28 +33,30 @@ defaultAimParams = AimParams
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}
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useAmmoParams :: Item -> Creature -> World -> World
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useAmmoParams it = withVelWthHiteff (muzvel *.* _amBulVel b) (_amBulWth b) (_amBulEff b)
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useAmmoParams it = withVelWthHiteff (muzvel *.* _amBulVel b) (_rifling $ _itParams it) (_amBulWth b) (_amBulEff b)
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where
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muzvel = _muzVel $ _itParams it
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b = _aoType $ _itConsumption it
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useAmmoParamsVelMod :: Float -> Item -> Creature -> World -> World
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useAmmoParamsVelMod vfact it = withDelayedVelWthHiteff vfact (_amBulVel b) (_amBulWth b) (_amBulEff b)
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useAmmoParamsVelMod vfact it = withDelayedVelWthHiteff vfact (_amBulVel b) (_rifling $ _itParams it)
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(_amBulWth b) (_amBulEff b)
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where
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b = _aoType $ _itConsumption it
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{- | Creates a bullet with a given velocity, width, and 'HitEffect' -}
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withVelWthHiteff
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:: Point2 -- ^ Velocity, x direction is forward with respect to the creature
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-> Float -- ^ drag
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-> Float -- ^ Bullet width
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-> HitEffect -- ^ Bullet effect when hitting creature, wall etc
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-> Creature
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-> World
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-> World
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withVelWthHiteff vel width hiteff cr = over particles (newbul : )
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withVelWthHiteff vel drag width hiteff cr = particles .:~ newbul
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where
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cid = _crID cr
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newbul = aGenBulAt (Just cid) pos (rotateV dir vel) hiteff width
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newbul = aGenBulAt (Just cid) pos (rotateV dir vel) drag hiteff width
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dir = _crDir cr
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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@@ -61,15 +64,16 @@ withVelWthHiteff vel width hiteff cr = over particles (newbul : )
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withDelayedVelWthHiteff
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:: Float -- ^ Velocity factor for first step
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-> Point2 -- ^ Velocity, x direction is forward with respect to the creature
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-> Float -- ^ Drag
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-> Float -- ^ Bullet width
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-> HitEffect -- ^ Bullet effect when hitting creature, wall etc
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-> Creature -- ^ Creature id
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-> World
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-> World
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withDelayedVelWthHiteff vfact vel width hiteff cr = over particles (newbul : )
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withDelayedVelWthHiteff vfact vel drag width hiteff cr = particles .:~ newbul
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where
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cid = _crID cr
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newbul = aDelayedBulAt vfact (Just cid) pos (rotateV dir vel) hiteff width
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newbul = aDelayedBulAt vfact (Just cid) pos (rotateV dir vel) drag hiteff width
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dir = _crDir cr
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pos = _crPos cr +.+ _crRad cr *.* unitVectorAtAngle (_crDir cr)
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@@ -36,7 +36,8 @@ import qualified Data.IntMap.Strict as IM
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teslaGun :: Item
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teslaGun = defaultGun
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{ _itName = "TESLA"
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, _itIdentity = TeslaGun
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, _itCombineType = TESLAGUN
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-- , _itIdentity = TeslaGun
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, _itConsumption = defaultAmmo
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{ _ammoMax = 200
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, _ammoLoaded = 200
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@@ -63,7 +64,7 @@ teslaGunPic _ = noPic $ colorSH blue $
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lasGun :: Item
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lasGun = defaultAutoGun
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{ _itName = "LASGUN ////"
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, _itIdentity = LasGun
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, _itCombineType = LASGUN
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, _itConsumption = defaultAmmo
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{ _ammoMax = 200
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, _ammoLoaded = 200
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@@ -119,7 +120,7 @@ lasGunPic it =
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tractorGun :: Item
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tractorGun = defaultAutoGun
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{ _itName = "TRACTORGUN"
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, _itIdentity = TractorGun
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, _itCombineType = TRACTORGUN
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, _itConsumption = defaultAmmo
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{ _ammoMax = 10000
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, _ammoLoaded = 10000
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@@ -112,7 +112,7 @@ maxT = 20
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boosterGun :: Item
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boosterGun = defaultGun
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{ _itName = "BOOSTER"
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, _itIdentity = Blinker
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, _itCombineType = BOOSTER
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, _itConsumption = defaultAmmo
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{ _ammoMax = 100
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, _ammoLoaded = 100
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@@ -37,7 +37,7 @@ 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 10 0
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, _amBulVel = V2 40 0
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}
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ltBullet :: AmmoType
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ltBullet = BulletAmmo
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@@ -1,5 +1,8 @@
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module Dodge.Item.Weapon.BulletGuns
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( pistol
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, bangStick
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, bangRod
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, bangCane
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, autoGun
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, multGun
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, miniGun
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@@ -36,7 +39,7 @@ import Control.Lens
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autoGun :: Item
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autoGun = defaultAutoGun
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{ _itName = "AUTOGUN"
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, _itIdentity = AutoGun
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, _itCombineType = AUTOGUN
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, _itConsumption = defaultAmmo
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{ _aoType = basicBullet
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, _ammoMax = 30
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@@ -72,6 +75,7 @@ autoGun = defaultAutoGun
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, _itInvDisplay = basicWeaponDisplay
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, _itParams = BulletShooter
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{ _muzVel = 1
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, _rifling = 0.9
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, _bore = 2
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, _gunBarrels = SingleBarrel 0.1
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}
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@@ -86,11 +90,48 @@ autoGunPic it = noPic $
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<> translateSHf 0 (-1) (rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW (negate $ 3 + 0.25 * x) 0 3 (-5))
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where
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x = fromIntegral $ _ammoLoaded $ _itConsumption it
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bangStick :: Item
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bangStick = defaultGun
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{ _itName = "BANGSTICK"
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, _itCombineType = BANGSTICK
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, _itConsumption = defaultAmmo
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{ _aoType = basicBullet
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, _ammoMax = 1
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, _ammoLoaded = 1
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, _reloadTime = 20
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, _reloadType = ActivePartial 1
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}
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, _itUse = useAmmoParamsRate 8 upHammer
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[ ammoCheckI
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, hammerCheckI
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, useTimeCheck
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, withSoundStart tap3S
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, useAmmoAmount 1
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, applyInaccuracy
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, withMuzFlareI
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]
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, _itFloorPict = pistolPic
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-- , _itZoom = defaultItZoom
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, _itEquipPict = pictureWeaponAim pistolPic
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, _itID = Nothing
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, _itInvDisplay = basicWeaponDisplay
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, _itInvColor = white
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, _itTargeting = Nothing
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, _itParams = BulletShooter
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{ _muzVel = 0.8
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, _rifling = 0.8
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, _bore = 2
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, _gunBarrels = SingleBarrel 0.05
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}
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, _itTweaks = defaultBulletSelTweak
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}
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bangCane = bangStick
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bangRod = bangCane
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pistol :: Item
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pistol = defaultGun
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{ _itName = "PISTOL"
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, _itIdentity = Pistol
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, _itCombineType = PISTOL
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, _itConsumption = defaultAmmo
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{ _aoType = basicBullet
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, _ammoMax = 15
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@@ -116,6 +157,7 @@ pistol = defaultGun
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, _itTargeting = Nothing
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, _itParams = BulletShooter
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{ _muzVel = 0.8
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, _rifling = 0.8
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, _bore = 2
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, _gunBarrels = SingleBarrel 0.05
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}
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@@ -138,7 +180,7 @@ bulletClip x = rotateSHx (negate $ pi/4) . upperPrismPoly 2 $ rectNESW 3 0 (3 -
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hvAutoGun :: Item
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hvAutoGun = defaultAutoGun
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{ _itName = "AUTO-HV"
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, _itIdentity = HvAutoGun
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, _itCombineType = HVAUTOGUN
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, _itConsumption = defaultAmmo
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{ _aoType = hvBullet
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, _ammoMax = 100
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@@ -178,7 +220,7 @@ hvAutoGunPic it =
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ltAutoGun :: Item
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ltAutoGun = defaultAutoGun
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{ _itName = "AUTO-LT"
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, _itIdentity = LtAutoGun
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, _itCombineType = LTAUTOGUN
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, _itConsumption = defaultAmmo
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{ _aoType = ltBullet
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, _ammoMax = 25
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@@ -198,6 +240,7 @@ ltAutoGun = defaultAutoGun
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, _itFloorPict = ltAutoGunPic
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, _itParams = BulletShooter
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{ _muzVel = 1
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, _rifling = 0.8
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, _bore = 2
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, _gunBarrels = SingleBarrel autogunSpread
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}
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@@ -217,7 +260,7 @@ ltAutoGunPic it =
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miniGun :: Item
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miniGun = defaultAutoGun
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{ _itName = "MINI-G"
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, _itIdentity = MiniGun
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, _itCombineType = MINIGUN
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, _itConsumption = defaultAmmo
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{ _aoType = basicBullet
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, _ammoMax = 1500
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@@ -262,6 +305,14 @@ miniGun = defaultAutoGun
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& useAim . aimStance .~ TwoHandTwist
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& useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
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, _itFloorPict = miniGunPictItem
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, _itParams = BulletShooter
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{ _muzVel = 1
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, _rifling = 0.9
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, _bore = 2
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, _gunBarrels = MultiBarrel
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{_brlSpread = RotatingBarrels 0.01
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,_brlNum = 4}
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}
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, _itEquipPict = pictureWeaponAim miniGunPictItem
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, _itTweaks = defaultBulletSelTweak
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, _itInvSize = 4
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@@ -316,7 +367,7 @@ miniGunPict spin am =
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spreadGun :: Item
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spreadGun = defaultGun
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{ _itName = "SPREAD"
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, _itIdentity = SpreadGun
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, _itCombineType = SPREADGUN
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, _itConsumption = defaultAmmo
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{ _aoType = basicBullet
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, _ammoMax = 5
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@@ -335,6 +386,7 @@ spreadGun = defaultGun
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]
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, _itParams = BulletShooter
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{ _muzVel = 0.7
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, _rifling = 0.8
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, _bore = 2
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, _gunBarrels = MultiBarrel
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{_brlNum = 5
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@@ -355,7 +407,7 @@ spreadGunPic it =
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multGun :: Item
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multGun = defaultGun
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{ _itName = "MULTGUN"
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, _itIdentity = MultGun
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, _itCombineType = MULTGUN
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, _itConsumption = defaultAmmo
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{ _aoType = basicBullet
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, _ammoMax = 5
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@@ -380,6 +432,7 @@ multGun = defaultGun
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, _itFloorPict = multGunSPic
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, _itParams = BulletShooter
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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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@@ -406,7 +459,7 @@ multGunSPic it =
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longGun :: Item
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longGun = defaultGun
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{ _itName = "LONGGUN"
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, _itIdentity = LongGun
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, _itCombineType = LONGGUN
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, _itConsumption = defaultAmmo
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{ _aoType = hvBullet
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, _ammoMax = 1
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@@ -21,7 +21,7 @@ import Control.Lens
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lasDrones :: Item
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lasDrones = defaultGun
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{ _itName = "DRONES"
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, _itIdentity = Generic
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, _itCombineType = DRONELAUNCHER
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, _itConsumption = defaultAmmo
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{ _aoType = DroneAmmo { _amString = "LASDRONE" }
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, _ammoMax = 2
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@@ -25,10 +25,10 @@ import Control.Lens
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grenade :: Item
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grenade = Throwable
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{ _itName = "GRENADE " ++ show fuseTime
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, _itCombineType = GRENADE
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, _itInvSize = 1
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, _itDimension = defaultItemDimension
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, _itCurseStatus = Uncursed
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, _itIdentity = Grenade
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, _itMaxStack = 8
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, _itAmount = 1
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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@@ -213,7 +213,7 @@ defaultThrowable = grenade
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remoteBomb :: Item
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remoteBomb = defaultThrowable
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{ _itName = "REMOTEBOMB"
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, _itIdentity = RemoteBomb
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, _itCombineType = REMOTEBOMB
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = \_ -> (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2
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@@ -23,6 +23,7 @@ basicWeaponDisplay it = [midPadL 10 ' ' thename (' ' : thenumber) ++ theparam]
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Just' x -> show x ++ "R" ++ show (_ammoLoaded am)
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Just am@ChargeableAmmo{} -> show $ _wpCharge am
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Just x@ItemItselfConsumable{} -> show $ _itMaxStack' x
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Just NoConsumption -> "NOCONSUMPTION"
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Nothing -> ""
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theparam = fromMaybe []
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. listToMaybe
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@@ -37,7 +37,7 @@ import System.Random
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launcher :: Item
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launcher = defaultGun
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{ _itName = "ROCKO"
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, _itIdentity = Launcher
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, _itCombineType = LAUNCHER
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, _itConsumption = defaultAmmo
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{ _aoType = defaultShellAmmo
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{ _amPayload = makeExplosionAt
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@@ -260,7 +260,7 @@ trySpinByCID cid i pj w = w & props . ix pjid . pjSpin .~ newSpin
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remoteLauncher :: Item
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remoteLauncher = defaultGun
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{ _itName = "ROCKO-REM"
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, _itIdentity = RemoteLauncher
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, _itCombineType = LAUNCHER
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, _itConsumption = defaultAmmo
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{ _aoType = defaultShellAmmo
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{ _amPayload = makeExplosionAt
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@@ -20,7 +20,7 @@ Sends out pulses that display walls. -}
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radar :: Item
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radar = defaultGun
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{ _itName = "RADAR"
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, _itIdentity = Generic
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, _itCombineType = RADAR
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, _itConsumption = defaultAmmo
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{ _ammoMax = 100
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, _ammoLoaded = 100
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@@ -40,7 +40,7 @@ Sends out pulses that display creatures. -}
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sonar :: Item
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sonar = defaultGun
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{ _itName = "SONAR"
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, _itIdentity = Generic
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, _itCombineType = RADAR
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, _itConsumption = defaultAmmo
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{ _ammoMax = 100
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, _ammoLoaded = 100
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@@ -59,7 +59,7 @@ sonar = defaultGun
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Automatically sends out pulses that display creatures. -}
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autoSonar :: Item
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autoSonar = defaultEquipment
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{ _itIdentity = Generic
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{ _itCombineType = RADAR
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, _itName = "AUTOSONAR"
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, _itMaxStack = 1
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, _itAmount = 1
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@@ -73,7 +73,7 @@ autoSonar = defaultEquipment
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Automatically sends out pulses that display walls. -}
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autoRadar :: Item
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autoRadar = defaultEquipment
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{ _itIdentity = Generic
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{ _itCombineType = RADAR
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, _itName = "AUTORADAR"
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, _itMaxStack = 1
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, _itAmount = 1
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@@ -33,7 +33,7 @@ import System.Random
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poisonSprayer :: Item
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poisonSprayer = defaultAutoGun
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{ _itName = "POISON"
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, _itIdentity = PoisonSprayer
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, _itCombineType = SPRAYER
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, _itConsumption = defaultAmmo
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{ _ammoMax = 500
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, _ammoLoaded = 500
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@@ -57,7 +57,7 @@ poisonSprayer = defaultAutoGun
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flamer :: Item
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flamer = defaultAutoGun
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{ _itName = "FLAMER"
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, _itIdentity = Flamethrower
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, _itCombineType = SQUIRTER
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, _itConsumption = defaultAmmo
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{ _ammoMax = 250
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, _ammoLoaded = 250
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@@ -19,7 +19,7 @@ import Control.Lens
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rewindGun :: Item
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rewindGun = defaultGun
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{ _itName = "REWINDER"
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, _itIdentity = Rewinder
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, _itCombineType = REWINDER
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, _itConsumption = ChargeableAmmo
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{ _wpMaxCharge = 250
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, _wpCharge = 0
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@@ -55,7 +55,7 @@ useRewindGun _ _ w = case _rewindWorlds w of
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shrinkGun :: Item
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shrinkGun = defaultGun
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{ _itName = "SHRINKER"
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, _itIdentity = Generic
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, _itCombineType = SHRINKER
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, _itConsumption = defaultAmmo
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{ _ammoMax = 100
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, _ammoLoaded = 100
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@@ -85,7 +85,7 @@ useShrinkGun cr invid w = if _itBool $ _itAttachment it
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blinkGun :: Item
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blinkGun = defaultGun
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{ _itName = "BLINKER"
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, _itIdentity = Blinker
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, _itCombineType = BLINKER
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, _itConsumption = defaultAmmo
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{ _ammoMax = 100
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, _ammoLoaded = 100
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@@ -117,7 +117,7 @@ autoEffectGun name eff = defaultAutoGun
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forceFieldGun :: Item
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forceFieldGun = defaultGun
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{ _itName = "FORCEFIELD"
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, _itIdentity = ForceFieldGun
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, _itCombineType = FORCEFIELD
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, _itConsumption = defaultAmmo
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{ _ammoMax = 100
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, _ammoLoaded = 100
|
||||
|
||||
Reference in New Issue
Block a user