Continue bullet refactor
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@@ -106,7 +106,6 @@ crystalWallDamage dm wl = case _dmType dm of
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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,Int)
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dirtWallDamage dm wl = case _dmType dm of
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LASERING -> a d $ wlDustAt wl outTo
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@@ -136,7 +135,7 @@ wallDamageEffect dm wl w = case _dmEffect dm of
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BounceBullet bt -> w & instantBullets .:~ thebouncer
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where
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reflectVel = reflVelWall wl (_buVel bt)
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thebouncer = aBulAt Nothing id (Just (_buColor bt)) pOut reflectVel (_buDrag bt) (_buHitEff bt) (_buWidth bt)
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thebouncer = aBulAt Nothing id pOut reflectVel (_buDrag bt) (_buHitEff bt) (_buWidth bt)
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& buTimer .~ _buTimer bt - 1
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pOut = p +.+ squashNormalizeV (sp -.- p)
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p = _dmAt dm
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