Move toward adding multiple equipable items that are not directly usable
This commit is contained in:
@@ -1,6 +1,7 @@
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module Dodge.Item.Weapon.BulletGun.Cane
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( bangCane
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, bangCaneX
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, repeater
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, rifle
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, autoRifle
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, assaultRifle
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@@ -69,16 +70,12 @@ bangCane = defaultGun
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,_muzPos = 20
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}
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, _dimSPic = \it -> noPic $ baseCaneShape
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<> caneClip it
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<> makeSingleClipAt (V3 5 0 3) it
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}
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} & itUse . useAim . aimSpeed .~ 0.4
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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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caneClip :: Item -> Shape
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caneClip it = case it ^? itConsumption . ammoLoaded of
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Just 0 -> mempty
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_ -> translateSH (V3 5 0 3) $ upperPrismPoly 1 $ square 1.5
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bangCaneX :: Int -> Item
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bangCaneX i = bangCane
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{ _itName = "BANGCANEx"++show i
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@@ -129,7 +126,6 @@ caneClipX i it = case it ^? itConsumption . ammoLoaded of
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[0..la-1]
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_ -> mempty
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rifle :: Item
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rifle = bangCane
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{ _itDimension = ItemDimension
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@@ -139,20 +135,32 @@ rifle = bangCane
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{_handlePos = 5
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,_muzPos = 25
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}
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, _dimSPic = \it -> noPic $ baseCaneShape
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<> makeClipAt 0 (V3 10 (-2) 0) it
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, _dimSPic = \it -> noPic $ baseRifleShape
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<> makeSingleClipAt (V3 5 0 3) it
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}
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}
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& itUse . useAim . aimStance .~ TwoHandTwist
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& itName .~ "RIFLE"
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& itType .~ RIFLE
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& itConsumption . ammoMax .~ 15
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& itConsumption . ammoMax .~ 1
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repeater :: Item
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repeater = rifle
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& itName .~ "REPEATER"
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& itType .~ REPEATER
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& itConsumption . reloadType .~ ActiveClear
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& itConsumption . reloadTime .~ 80
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& itConsumption . ammoMax .~ 15
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& itDimension . dimSPic .~ (\it -> noPic $ baseRifleShape
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<> makeTinClipAt 0 (V3 10 (-2) 0) it
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)
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baseCaneShape :: Shape
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baseCaneShape = colorSH red $ upperPrismPoly 3 $ rectXH 15 2
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baseRifleShape :: Shape
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baseRifleShape = colorSH red $ upperPrismPoly 3 $ rectXH 25 2
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autoRifle :: Item
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autoRifle = rifle
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@@ -5,8 +5,13 @@ import Geometry
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import Data.Maybe
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import Control.Lens
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makeClipAt :: Float -> Point3 -> Item -> Shape
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makeClipAt r p it = translateSH p . overPosSH (rotate3z r) $ upperPrismPoly 1 $ rectNSEW 0 (-y) (-2) 2
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makeSingleClipAt :: Point3 -> Item -> Shape
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makeSingleClipAt p it = case it ^? itConsumption . ammoLoaded of
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Just 0 -> mempty
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_ -> translateSH p $ upperPrismPoly 1 $ square 1.5
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makeTinClipAt :: Float -> Point3 -> Item -> Shape
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makeTinClipAt r p it = translateSH p . overPosSH (rotate3z r) $ upperPrismPoly 1 $ rectNSEW 0 (-y) (-2) 2
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where
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y = fromIntegral y' * 0.3
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y' = fromMaybe 0 $ it ^? itConsumption . ammoLoaded
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@@ -0,0 +1,116 @@
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module Dodge.Item.Weapon.BulletGun.Rod
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( bangRod
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, elephantGun
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, amr
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, sniperRifle
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, machineGun
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) where
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import Dodge.Data
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import Dodge.Item.Weapon.BulletGun.Clip
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--import Dodge.ChainEffect
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--import Dodge.TweakBullet
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import Dodge.Default.Weapon
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--import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Default
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--import Dodge.Item.Attachment
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--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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import Geometry
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import ShapePicture
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import Shape
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--import Sound.Data
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import LensHelp
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--import Data.Maybe
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--import qualified Data.Sequence as Seq
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--import Control.Lens
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--import Control.Monad.State
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--import System.Random
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bangRod :: Item
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bangRod = defaultGun
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{ _itName = "BANGROD"
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, _itType = BANGROD
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, _itParams = BulletShooter
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{ _muzVel = 0.8
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, _rifling = 1
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, _bore = 2
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, _gunBarrels = SingleBarrel 0.1
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}
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, _itUse = useAmmoParamsRate 6 upHammer
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[ ammoHammerCheck
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, useTimeCheck
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, withSoundStart autoGunS
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, useAmmoAmount 1
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, torqueAfterI 0.3
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, applyInaccuracy
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, withMuzFlareI
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, withRecoilI 50
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]
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, _itDimension = ItemDimension
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{ _dimRad = 12
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, _dimCenter = V3 5 0 0
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, _dimPortage = HeldItem
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{_handlePos = 5
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,_muzPos = 30
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}
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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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{ _aoType = basicBullet
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, _ammoMax = 1
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, _reloadTime = 20
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, _reloadType = ActiveClear
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}
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}
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& itUse . useAim . aimSpeed .~ 0.2
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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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baseRodShape :: Shape
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baseRodShape = colorSH orange $ upperPrismPoly 3 $ rectXH 20 2
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baseAMRShape :: Shape
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baseAMRShape = colorSH orange $ upperPrismPoly 3 $ rectXH 30 2
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elephantGun :: Item
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elephantGun = bangRod
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& itName .~ "ELEPHANTGUN"
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& itType .~ ELEPHANTGUN
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& itUse . useAim . aimStance .~ TwoHandTwist
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& itParams . gunBarrels .~ SingleBarrel 0.05
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& itDimension . dimSPic .~ (\it -> noPic $ baseAMRShape
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<> makeSingleClipAt (V3 5 0 3) it
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)
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& itUse . useMods .~
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[ ammoHammerCheck
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, useTimeCheck
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, withSoundStart autoGunS
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, useAmmoAmount 1
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, torqueAfterI 0.1
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, applyInaccuracy
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, withMuzFlareI
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, withRecoilI 50
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]
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amr :: Item
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amr = elephantGun
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& itName .~ "AMR"
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& itType .~ AMR
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& itConsumption . ammoMax .~ 15
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& itDimension . dimSPic .~ (\it -> noPic $ baseAMRShape
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<> makeTinClipAt 0 (V3 10 (-2) 0) it
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)
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sniperRifle :: Item
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sniperRifle = elephantGun
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& itName .~ "SNIPERRIFLE"
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& itType .~ SNIPERRIFLE
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& itParams . gunBarrels .~ SingleBarrel 0
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machineGun :: Item
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machineGun = bangRod
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& itName .~ "MACHINEGUN"
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& itType .~ MACHINEGUN
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@@ -57,9 +57,10 @@ bangStick i = defaultGun
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, useTimeCheck
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, withSoundItemChoiceStart bangStickSoundChoice
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, useAllAmmo
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-- , applyInaccuracy
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, withMuzFlareI
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, torqueAfterI (0.18 + 0.02 * fromIntegral i)
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, spreadLoaded
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, applyInaccuracy
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, withRecoilI 25
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]
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, _itID = Nothing
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@@ -71,8 +72,8 @@ bangStick i = defaultGun
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, _bore = 2
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, _gunBarrels = MultiBarrel
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{_brlNum = i
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,_brlSpread = SpreadBarrels 0.2
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,_brlInaccuracy = 0
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,_brlSpread = SpreadBarrels baseStickSpread
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,_brlInaccuracy = 0.05
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}
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}
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, _itTweaks = defaultBulletSelTweak
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@@ -84,16 +85,33 @@ bangStick i = defaultGun
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{_handlePos = 5
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,_muzPos = 10
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}
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, _dimSPic = \it -> noPic $ baseStickShape
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, _dimSPic = \it -> noPic $ baseStickShapeX i
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<> stickClip it
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}
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}
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baseStickShapeX :: Int -> Shape
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baseStickShapeX i = foldMap f [0..i-1]
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where
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f j = rotateSH ang baseStickShape
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where
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ang = fromIntegral j * baseStickSpread - (fromIntegral i - 1) * baseStickSpread * 0.5
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baseStickSpread :: Float
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baseStickSpread = 0.2
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baseSMGShape :: Shape
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baseSMGShape = colorSH green $ upperPrismPoly 3 $ rectXH 20 2
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baseStickShape :: Shape
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baseStickShape = colorSH green $ upperPrismPoly 3 $ rectXH 10 2
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stickClip :: Item -> Shape
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stickClip it = case it ^? itConsumption . ammoLoaded of
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Just 0 -> mempty
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_ -> translateSH (V3 5 0 3) $ upperPrismPoly 1 $ square 1.5
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Just x | x > 0 -> foldMap f [0..x-1]
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_ -> mempty
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where
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f i = rotateSH ang $ translateSH (V3 5 0 3) $ upperPrismPoly 2 $ square 1.5
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where
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ang = baseStickSpread * fromIntegral i
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- 0.5 * baseStickSpread * fromIntegral (_brlNum (_gunBarrels (_itParams it))-1)
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revolver :: Item
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revolver = pistol
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@@ -133,7 +151,7 @@ machinePistolAfterHamMods =
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, useAmmoAmount 1
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, withSoundStart tap1S
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, applyInaccuracy
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, torqueAfterI 0.3
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, torqueAfterI 0.2
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, withSidePushI 50
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, withRecoilI 20
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, withMuzFlareI
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@@ -175,7 +193,7 @@ pistol = (bangStick 1)
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, _gunBarrels = SingleBarrel 0.05
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}
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, _itTweaks = defaultBulletSelTweak
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} & itDimension . dimSPic .~ (\it -> noPic $ baseStickShape <> makeClipAt pi (V3 5 2 0) it)
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} & itDimension . dimSPic .~ (\it -> noPic $ baseStickShape <> makeTinClipAt pi (V3 5 2 0) it)
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autoPistol :: Item
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autoPistol = pistol
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& itUse . useMods .~ (ammoCheckI : pistolAfterHamMods)
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@@ -193,6 +211,9 @@ smg = autoPistol -- & some parameter affecting stability
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& itName .~ "SMG"
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& itType .~ SMG
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& itUse . useAim . aimStance .~ TwoHandTwist
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& itDimension . dimPortage . handlePos .~ 2
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& itDimension . dimSPic .~ \it -> noPic (baseSMGShape
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<> makeTinClipAt 0 (V3 7 (-2) 0) it)
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revolverX :: Int -> Item
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revolverX i = revolver
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{ _itName = "REVx"++show i
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@@ -1,10 +1,5 @@
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module Dodge.Item.Weapon.BulletGuns
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( bangRod
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, elephantGun
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, amr
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, sniperRifle
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, machineGun
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, bangCone
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( bangCone
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, blunderbuss
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, grapeShotCannon
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, grenadeLauncher
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@@ -18,9 +13,11 @@ module Dodge.Item.Weapon.BulletGuns
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, longGun
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, module Dodge.Item.Weapon.BulletGun.Stick
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, module Dodge.Item.Weapon.BulletGun.Cane
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, module Dodge.Item.Weapon.BulletGun.Rod
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) where
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import Dodge.Item.Weapon.BulletGun.Stick
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import Dodge.Item.Weapon.BulletGun.Cane
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import Dodge.Item.Weapon.BulletGun.Rod
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--import Dodge.Item.Weapon.BulletGun.Clip
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import Dodge.Data
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--import Dodge.ChainEffect
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@@ -103,71 +100,6 @@ autoGunPic it = noPic $
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where
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x = fromIntegral $ _ammoLoaded $ _itConsumption it
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bangRod :: Item
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bangRod = defaultGun
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{ _itName = "BANGROD"
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, _itType = BANGROD
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, _itParams = BulletShooter
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{ _muzVel = 0.8
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, _rifling = 1
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, _bore = 2
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, _gunBarrels = SingleBarrel 0.1
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}
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, _itUse = useAmmoParamsRate 6 upHammer
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[ ammoHammerCheck
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, useTimeCheck
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, withSoundStart autoGunS
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, useAmmoAmount 1
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, torqueAfterI 0.3
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, applyInaccuracy
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, withMuzFlareI
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, withRecoilI 50
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]
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, _itDimension = ItemDimension
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{ _dimRad = 12
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, _dimCenter = V3 5 0 0
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, _dimPortage = HeldItem
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{_handlePos = 5
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,_muzPos = 30
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}
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, _dimSPic = const $ noPic $ colorSH orange $ upperPrismPoly 3 $ rectXH 30 2
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}
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}
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& itConsumption . reloadType .~ ActiveClear
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& itUse . useAim . aimSpeed .~ 0.2
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& itUse . useAim . aimRange .~ 1
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& itUse . useAim . aimStance .~ TwoHandTwist
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& itUse . useAim . aimZoom .~ defaultItZoom {_itZoomFac = 1.5}
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elephantGun :: Item
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elephantGun = bangRod
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& itName .~ "ELEPHANTGUN"
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& itType .~ ELEPHANTGUN
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& itUse . useAim . aimStance .~ TwoHandTwist
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& itParams . gunBarrels .~ SingleBarrel 0.05
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& itUse . useMods .~
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[ ammoHammerCheck
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, useTimeCheck
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, withSoundStart autoGunS
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, useAmmoAmount 1
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, torqueAfterI 0.1
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, applyInaccuracy
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, withMuzFlareI
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, withRecoilI 50
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]
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amr :: Item
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amr = elephantGun
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& itName .~ "AMR"
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& itType .~ AMR
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& itConsumption . ammoMax .~ 15
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sniperRifle :: Item
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sniperRifle = elephantGun
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& itName .~ "SNIPERRIFLE"
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& itType .~ SNIPERRIFLE
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& itParams . gunBarrels .~ SingleBarrel 0
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machineGun :: Item
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machineGun = bangRod
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& itName .~ "MACHINEGUN"
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& itType .~ MACHINEGUN
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bangCone :: Item
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bangCone = defaultGun
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@@ -353,12 +353,12 @@ modClock n chainEff eff it cr w
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| otherwise = eff it cr w
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withMuzFlareI :: ChainEffect
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withMuzFlareI f it cr w = makeTlsTimeRadColPos 3 100 (V3 1 1 0.5) flashPos
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withMuzFlareI f it cr w = makeTlsTimeRadColPos 2 100 (V3 1 1 0.5) flashPos
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. muzFlareAt (V4 5 5 0 2) flarePos cdir
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$ f it cr w
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where
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flarePos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir muzzleOffset
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flashPos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir (muzzleOffset +.+.+ V3 5 0 5)
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flarePos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir (muzzleOffset +.+.+ V3 0 0 20)
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flashPos = addZ 0 (_crPos cr) +.+.+ rotate3z cdir (muzzleOffset +.+.+ V3 5 0 20)
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muzzleOffset = V3 (_muzPos (_dimPortage (_itDimension it))) 0 0
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cdir = _crDir cr
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{- | Applies the effect to a randomly rotated creature,
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@@ -452,16 +452,9 @@ spreadLoaded :: ChainEffect
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spreadLoaded eff item cr w = foldr f w dirs
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where
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cd = 0.5 * spread * fromIntegral (numBulLoaded -1)
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ds = subtract cd . (spread *) . fromIntegral <$> [0 .. numBulLoaded - 1]
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-- dirs = ds
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dirs = zipWith (+)
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ds
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(randomRs (-spread,spread) (_randGen w))
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dirs = subtract cd . (spread *) . fromIntegral <$> [0 .. numBulLoaded - 1]
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f dir = eff item (cr & crDir +~ dir)
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spread = _spreadAngle . _brlSpread . _gunBarrels $ _itParams item
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-- numBarrels = _brlNum . _gunBarrels $ _itParams item
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-- spread = (_spreadAngle . _brlSpread . _gunBarrels $ _itParams item) * loadedSpreadParam
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-- loadedSpreadParam = 0.5 * (fromIntegral (numBulLoaded - numBarrels) + 1)
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numBulLoaded = _ammoLoaded $ _itConsumption item
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-- pump the updated creature into the chain in later frames
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