Move toward adding multiple equipable items that are not directly usable
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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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