Refactor bullet hit effect towards penetrating bullets

This commit is contained in:
2021-03-22 13:11:08 +01:00
parent 3bee30895d
commit b50dd8605a
6 changed files with 57 additions and 40 deletions
+2 -2
View File
@@ -908,7 +908,7 @@ moveFlame rotd w pt =
$ over worldEvents ((.) $ lowLightRadAt orange 0.05 8 50 ep)
damcrs
, mvPt')
(thing@(p,(E3x2 wl)):_) -> (hiteff thing damcrs, rfl wl p)
(thing@(p,(E3x2 wl)):_) -> (fst $ hiteff [thing] damcrs, rfl wl p)
_ -> (soundFrom Flame fireSound 2 500
-- adding reflective glare is too intensive for this laptop
$ over worldEvents ((.) $ lowLightRadAt orange 0.05 8 50 ep)
@@ -923,7 +923,7 @@ moveFlame rotd w pt =
mvPt' = Just $ pt {_btTimer' = time - 1, _btPos' = ep, _ptPict' = thepic ep
, _btPassThrough' = Nothing
,_btVel' = 0.7 *.* vel}
damcrs = foldr ($) w $ map (\cr -> hiteff (ep,E3x1 cr)) $ filter closeCrs
damcrs = foldr ($) w $ map (\cr -> fst . hiteff [(ep,E3x1 cr)]) $ filter closeCrs
$ IM.elems $ _creatures w
closeCrs cr = dist ep (_crPos cr)
< _crRad cr + 10 - min 9 (max 0 (fromIntegral time - 80))