Move laser sound to where it is created
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@@ -93,9 +93,6 @@ data HeldParams
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, _weaponRepeat :: [Int]
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}
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| BeamShooterParams
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{ _bulGunSound :: Maybe (SoundID, Int) -- if the int is 0, play sound on new channel
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-- TODO remove duplicate
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}
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| BulletShooterParams
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{ _muzVel :: GenFloat
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, _rifling :: GenFloat
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