Commit before partial cleanup, continue weapon effect refactor
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@@ -40,11 +40,12 @@ forceFieldGun =
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-- & itUse . heldUse .~ HeldForceField --useForceFieldGun
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& itUse . heldDelay .~ NoDelay
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-- & itUse . heldMods .~ AmmoHammerTimeUseOneMod -- this is slightly different
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& itUse . heldMods .~ ForceFieldMod -- this is slightly different
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-- & itUse . heldMods .~ ForceFieldMod -- this is slightly different
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-- than the list below
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--[ hammerCheckI , ammoCheckI , useAmmoAmount 1]
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& itType . iyBase .~ HELD FORCEFIELDGUN
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& itUse . heldAmmoTypes .~ singleAmmo ElectricalAmmo
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& itUse . heldAim . aimMuzzles . ix 0 . mzEffect .~ MuzzleForceField
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{- |
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Sends out pulses that display walls.
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@@ -55,7 +56,8 @@ clickDetector dt =
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& itUse . heldDelay . rateMax .~ 20
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-- & itUse . heldUse .~ HeldDetectorEffect dt --detectorEffect dt
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-- & itUse . heldMods .~ AmmoUseCheckMod
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& itUse . heldMods .~ DetectorMod dt --detectorEffect dt
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-- & itUse . heldMods .~ DetectorMod dt --detectorEffect dt
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& itUse . heldAim . aimRange .~ 1
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& itUse . heldAim . aimZoom .~ defaultItZoom{_izFac = 1}
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& itType . iyBase .~ HELD (HELDDETECTOR dt)
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& itUse . heldAim . aimMuzzles . ix 0 . mzEffect .~ MuzzleDetector
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