Continue bullet refactor
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@@ -15,17 +15,6 @@ simpleDam' dt amount bt p = [ Damage dt amount sp p ep NoDamageEffect ]
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bulVel = _buVel bt
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ep = sp +.+ bulVel
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heavyBulDams :: [Damage]
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heavyBulDams =
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[ Damage PIERCING 300 0 0 0 NoDamageEffect
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, Damage PUSHDAM 1 0 0 0 $ PushBackDamage 2
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]
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basicBulDams :: [Damage]
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basicBulDams =
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[ Damage PIERCING 100 0 0 0 NoDamageEffect
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, Damage PUSHDAM 1 0 0 0 . PushBackDamage $ 2
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]
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basicSparkDams :: Particle -> Point2 -> [Damage]
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basicSparkDams bt p = [ Damage SPARKING 1 sp p ep NoDamageEffect ]
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