Cleanup
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@@ -55,11 +55,11 @@ explosiveBarrel = defaultInanimate
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{_crSpState = Barrel []
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}
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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,_crApplyDamage = \_ c -> (id, c)
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,_crApplyDamage = \_ _ -> id
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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) %~ (snd . doDamage)
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| _crHP cr > 0 = doDamage cr
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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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