Refactor bullet hit effect towards penetrating bullets
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@@ -217,14 +217,14 @@ hvBulHitWall' bt p x w = damageBlocks x
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bulHitFF' :: Particle' -> Point2 -> ForceField -> World -> World
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bulHitFF' _ _ _ = id
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bulletEffect' :: HitEffect'
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bulletEffect' :: HitEffect
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bulletEffect' = threeEff' bulHitCr' bulHitWall' bulHitFF'
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bulletParticleSideEffect :: Particle' -> HitEffect'
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bulletParticleSideEffect :: Particle' -> HitEffect
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bulletParticleSideEffect pt = threeEff' mkPt mkPt noEff
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where mkPt _ p _ = over particles' ((:) pt {_btTrail' = [p]})
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aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect' -> Float -> Particle'
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aGenBulAt' :: Maybe Int -> Color -> Point2 -> Point2 -> HitEffect -> Float -> Particle'
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aGenBulAt' maycid col pos vel hiteff width = Bul'
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{ _ptPict' = blank
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, _ptUpdate' = mvGenBullet'
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@@ -237,7 +237,7 @@ aGenBulAt' maycid col pos vel hiteff width = Bul'
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, _btHitEffect' = hiteff
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}
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aCurveBulAt :: Maybe Int -> Color -> Point2 -> Point2 -> Point2 -> HitEffect' -> Float -> Particle'
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aCurveBulAt :: Maybe Int -> Color -> Point2 -> Point2 -> Point2 -> HitEffect -> Float -> Particle'
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aCurveBulAt maycid col pos control targ hiteff width = Bul'
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{ _ptPict' = blank
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, _ptUpdate' = mvBulletTrajectory f
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@@ -109,7 +109,7 @@ withRandomDir acc f cid w = over (creatures . ix cid . crDir) (\d -> d - a)
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w
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where (a, g) = randomR (-acc,acc) $ _randGen w
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withVelWthHiteff :: Point2 -> Float -> HitEffect' -> Int -> World -> World
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withVelWthHiteff :: Point2 -> Float -> HitEffect -> Int -> World -> World
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withVelWthHiteff vel width hiteff cid w
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= over particles' ((:) newbul)
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-- . over tempLightSources ((:) (tLightAt 4 pos))
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@@ -157,7 +157,7 @@ torqueAfter torque feff cid w
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rotateScope w = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itAttachment . _Just . scopePos %~ rotateV rot
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spreadNumVelWthHiteff' :: Float -> Int -> Point2 -> Float -> HitEffect' -> Int -> World -> World
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spreadNumVelWthHiteff' :: Float -> Int -> Point2 -> Float -> HitEffect -> Int -> World -> World
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spreadNumVelWthHiteff' spread num vel wth eff cid w
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= over particles' (newbuls ++)
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$ flip (foldr muzFlareAt) poss
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@@ -175,7 +175,7 @@ spreadNumVelWthHiteff' spread num vel wth eff cid w
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-- $ randomRs (0,spreadGunSpread/5) (_randGen w)
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colids = take num $ randomRs (0,11) (_randGen w)
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numVelWthHitEff' :: Int -> Point2 -> Float -> HitEffect' -> Int -> World -> World
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numVelWthHitEff' :: Int -> Point2 -> Float -> HitEffect -> Int -> World -> World
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numVelWthHitEff' num vel wth eff cid w
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= over particles' (newbuls ++)
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$ flip (foldr muzFlareAt) (take num poss)
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