Simplify sparks
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@@ -23,8 +23,8 @@ damageWallEffect dm wl = case _wlMaterial wl of
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stoneWallDamage :: Damage -> Wall -> World -> (World, Damage)
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stoneWallDamage dm wl = case _dmType dm of
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LASERING -> a 0 $ colSparkRandDir 0.2 lSparkCol outTo (reflDirWall sp p wl)
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PIERCING -> a d $ colSparkRandDir 0.2 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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PIERCING -> a d $ makeSpark NormalSpark outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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LASERING -> a 0 $ makeSpark FireSpark outTo (reflDirWall sp p wl)
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BLUNT -> a d $ wlDustAt wl outTo
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SHATTERING -> a d $ muchWlDustAt wl outTo
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CRUSHING -> a d id
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@@ -42,14 +42,12 @@ stoneWallDamage dm wl = case _dmType dm of
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sp = _dmFrom dm
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p = _dmAt dm
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outTo = p +.+ squashNormalizeV (sp -.- p)
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pSparkCol = V4 5 1 0.5 2
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lSparkCol = V4 20 (-5) 0 1
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glassWallDamage :: Damage -> Wall -> World -> (World, Damage)
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glassWallDamage dm wl w =
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w & case _dmType dm of
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LASERING -> a 0 $ colSparkRandDir 0.2 lSparkCol outTo (reflDirWall sp p wl)
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PIERCING -> a d $ dosplint . colSparkRandDir 0.2 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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LASERING -> a 0 $ makeSpark FireSpark outTo (reflDirWall sp p wl)
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PIERCING -> a d $ dosplint . makeSpark NormalSpark outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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BLUNT -> a d $ dosplint . wlDustAt wl outTo
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SHATTERING -> a d $ dosplint . muchWlDustAt wl outTo
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CRUSHING -> a d dosplint
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@@ -73,13 +71,11 @@ glassWallDamage dm wl w =
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sp = _dmFrom dm
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p = _dmAt dm
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outTo = p +.+ squashNormalizeV (sp -.- p)
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pSparkCol = V4 5 1 0.5 2
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lSparkCol = V4 20 (-5) 0 1
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crystalWallDamage :: Damage -> Wall -> World -> (World, Damage)
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crystalWallDamage dm wl = case _dmType dm of
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LASERING -> a 0 $ colSparkRandDir 0.2 lSparkCol outTo (reflDirWall sp p wl)
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PIERCING -> a 0 $ colSparkRandDir 0.2 pSparkCol outTo (reflDirWall sp p wl) . wlDustAt wl outTo
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LASERING -> a 0 $ makeSpark FireSpark outTo (reflDirWall sp p wl)
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PIERCING -> a 0 $ makeSpark NormalSpark outTo (reflDirWall sp p wl)-- . wlDustAt wl outTo
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BLUNT -> a 0 $ wlDustAt wl outTo
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SHATTERING -> a d $ muchWlDustAt wl outTo
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CRUSHING -> a 0 id
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@@ -97,8 +93,6 @@ crystalWallDamage dm wl = case _dmType dm of
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sp = _dmFrom dm
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p = _dmAt dm
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outTo = p +.+ squashNormalizeV (sp -.- p)
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pSparkCol = V4 5 1 0.5 2
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lSparkCol = V4 20 (-5) 0 1
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dirtWallDamage :: Damage -> Wall -> World -> (World, Damage)
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dirtWallDamage dm wl = case _dmType dm of
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