Make damage application belong to hit object
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@@ -59,7 +59,7 @@ explosiveBarrel = defaultInanimate
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}
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updateBarrel :: Creature -> World -> World
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updateBarrel cr
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| _crHP cr > 0 = creatures . ix (_crID cr) %~ doDamage
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| _crHP cr > 0 = creatures . ix (_crID cr) %~ (snd . doDamage)
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| otherwise = creatures . at (_crID cr) .~ Nothing
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-- should generate the sparks externally using new random generators
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