Cleanup
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@@ -49,7 +49,7 @@ boostSelfL x itm cr w = case boostPoint x cr w of
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(crPos .~ p)
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. (crInv . ix invid %~
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ammoEff
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. (itEffect . itEffectCounter .~ 1)
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. (itEffect . ieCounter .~ 1)
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. (itAttachment .~ ItInt pid)
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)
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@@ -124,8 +124,8 @@ resetAttachmentID :: ItEffect
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resetAttachmentID = ItInvEffect f 0
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where
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f itm cr w
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| _itEffectCounter iteff < 0 = w & pointToIt . itAttachment .~ NoItAttachment
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| otherwise = w & pointToIt . itEffect . itEffectCounter -~ 1
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| _ieCounter iteff < 0 = w & pointToIt . itAttachment .~ NoItAttachment
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| otherwise = w & pointToIt . itEffect . ieCounter -~ 1
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where
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iteff = _itEffect itm
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invid = fromJust $ _itInvPos itm
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@@ -117,16 +117,16 @@ throwGrenade thePayload cr w = setWp $ removePict $ over props addG w
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fuseTime = _itFuseTime $ _itAttachment $ _crInv cr IM.! j
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throwArmReset :: Int -> ItEffect
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throwArmReset x = ItInvEffect {_itInvEffect = f ,_itEffectCounter = x }
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throwArmReset x = ItInvEffect {_ieInv = f ,_ieCounter = x }
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where
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f itm cr = creatures . ix (_crID cr) . crInv %~ IM.adjust counterDown i
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where
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i = fromJust $ _itInvPos itm
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counterDown it
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| _itEffectCounter (_itEffect it) == 0 = it
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| _ieCounter (_itEffect it) == 0 = it
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& itUse . useHammer . hammerPosition .~ HammerUp
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& itEquipPict .~ pictureWeaponAim (\_ -> grenadePic 50)
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| otherwise = it & itEffect . itEffectCounter -~ 1
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| otherwise = it & itEffect . ieCounter -~ 1
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--flameGrenade :: Item
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--flameGrenade = grenade {
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@@ -324,7 +324,7 @@ moveRemoteShell cid itid pj w
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newPos = oldPos +.+ vel
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newdir
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| SDL.ButtonRight `S.member` _mouseButtons w
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&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . itInvId
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&& w ^? creatures . ix cid . crInvSel == w ^? itemPositions . ix itid . ipInvId
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= _cameraRot w + argV (_mousePos w)
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| otherwise = _pjDir pj
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accel = rotateV newdir (V2 2 0)
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