Various improvements, metal debris
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@@ -60,6 +60,7 @@ shootShatter it cr w = maybe w (uncurry $ shatterWall w sp ep) $ collidePointWal
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shatterWall :: World -> Point2 -> Point2 -> Point2 -> Wall -> World
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shatterWall w sp ep p wl = w
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& makeDebris (_wlMaterial wl) p
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& makeDebrisDirected 1 2 (pi/2) (argV $ vNormal $ uncurry (-.-) $ _wlLine wl) (_wlMaterial wl) p
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& makeDebris (_wlMaterial wl) (_wlColor wl) p
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& makeDebrisDirected 1 2 (pi/2) (argV $ vNormal $ uncurry (-.-) $ _wlLine wl) (_wlMaterial wl)
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(_wlColor wl) p
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& damageWall (Damage SHATTERING 1000 sp p ep NoDamageEffect) wl
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@@ -185,8 +185,7 @@ withWarmUp
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:: SoundID -- ^ warm up sound id
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-> ChainEffect
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withWarmUp soundID f item cr w
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| crWeaponReady cr = w
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| curWarmUp < maxWarmUp = w
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| curWarmUp < maxWarmUp && crWeaponReady cr = w
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& pointerToItem . itUse . useDelay . warmTime +~ 2
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& soundContinue (CrWeaponSound cid 0) (_crPos cr) soundID (Just 2)
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| otherwise = w
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