Refactor bullet hit effect towards penetrating bullets
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@@ -908,7 +908,7 @@ moveFlame rotd w pt =
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$ over worldEvents ((.) $ lowLightRadAt orange 0.05 8 50 ep)
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damcrs
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, mvPt')
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(thing@(p,(E3x2 wl)):_) -> (hiteff thing damcrs, rfl wl p)
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(thing@(p,(E3x2 wl)):_) -> (fst $ hiteff [thing] damcrs, rfl wl p)
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_ -> (soundFrom Flame fireSound 2 500
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-- adding reflective glare is too intensive for this laptop
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$ over worldEvents ((.) $ lowLightRadAt orange 0.05 8 50 ep)
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@@ -923,7 +923,7 @@ moveFlame rotd w pt =
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mvPt' = Just $ pt {_btTimer' = time - 1, _btPos' = ep, _ptPict' = thepic ep
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, _btPassThrough' = Nothing
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,_btVel' = 0.7 *.* vel}
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damcrs = foldr ($) w $ map (\cr -> hiteff (ep,E3x1 cr)) $ filter closeCrs
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damcrs = foldr ($) w $ map (\cr -> fst . hiteff [(ep,E3x1 cr)]) $ filter closeCrs
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$ IM.elems $ _creatures w
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closeCrs cr = dist ep (_crPos cr)
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< _crRad cr + 10 - min 9 (max 0 (fromIntegral time - 80))
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