Continue refactor of reloading
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@@ -22,7 +22,6 @@ import Dodge.Item.Weapon.ExtraEffect
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--import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.AmmoParams
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--import Dodge.Item.Draw
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import Dodge.Item.Weapon.Bullet
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import Dodge.Item.Weapon.TriggerType
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import Dodge.SoundLogic.LoadSound
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import Picture
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@@ -38,7 +37,7 @@ import LensHelp
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--import System.Random
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bangRod :: Item
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bangRod = defaultGun
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bangRod = defaultBulletWeapon
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{ _itParams = BulletShooter
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{ _muzVel = 0.8
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, _rifling = 1
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@@ -69,18 +68,16 @@ bangRod = defaultGun
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, _dimSPic = \it -> noPic $ baseRodShape
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<> makeSingleClipAt (V3 5 0 3) it
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}
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, _itConsumption = defaultAmmo
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{ _laType = basicBullet
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, _laMax = 1
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, _laReloadTime = 20
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}
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}
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& itConsumption . laMax .~ 1
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& itConsumption . laLoadType . ejectTime .~ 10
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& itConsumption . laLoadType . insertTime .~ 10
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& itType . iyBase .~ BANGROD
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& itUse . useAim . aimWeight .~ 8
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& itUse . useAim . aimRange .~ 1
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& itUse . useAim . aimStance .~ OneHand
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& itUse . useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
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& itConsumption . laType . amBulEff .~ expireAndDamage heavyBulDams
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& itConsumption . laAmmoType . amBulEff .~ expireAndDamage heavyBulDams
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baseRodShape :: Shape
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baseRodShape = colorSH orange $ upperPrismPoly 3 $ rectXH 20 2
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baseAMRShape :: Shape
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@@ -145,6 +142,7 @@ machineGun = bangRod
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& useDelay .~ VariableRate {_rateMax = 25, _rateMaxMax = 24, _rateMinMax = 7, _rateTime = 0}
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)
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& itConsumption . laMax .~ 100
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& itConsumption . laReloadTime .~ 75
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& itConsumption . laLoadType . ejectTime .~ 25
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& itConsumption . laLoadType . insertTime .~ 25
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& itInvSize .~ 3
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& itParams. torqueAfter .~ 0.2 -- not sure if this is necessary?
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