Start refactoring held item use

This commit is contained in:
2022-07-20 16:03:35 +01:00
parent 2c6e5e818a
commit eeb98eb151
18 changed files with 164 additions and 109 deletions
+3 -6
View File
@@ -10,8 +10,6 @@ module Dodge.Creature
, armourChaseCrit
) where
import Dodge.Creature.State.Data
import Dodge.Prop.Gib
--import Dodge.Item.Weapon.Grenade
import Dodge.Item.Equipment.Booster
import Dodge.Item.Weapon.Utility
--import Dodge.Item.Weapon.Drone
@@ -28,7 +26,6 @@ import Dodge.Default
import Dodge.Item.Weapon
import Dodge.Item.Equipment
import Dodge.Item.Consumable
import Dodge.WorldEvent.Cloud
import Dodge.Creature.Inanimate
import Dodge.Creature.Picture
--import Dodge.Creature.ChooseTarget
@@ -149,7 +146,7 @@ inventoryX c = case c of
[ blinkGun
, unsafeBlinkGun
, autoDetector WALLDETECTOR
, effectGun "GIBBER" addCrGibs
-- , effectGun "GIBBER" addCrGibs
]
'E' ->
[ makeTypeCraftNum 3 PIPE
@@ -289,6 +286,6 @@ stackedInventory = IM.fromList $ zip [0..]
--,medkit 50
--,bezierGun
]
smokeGenGun :: Item
smokeGenGun = effectGun "smoke" $ const spawnSmokeAtCursor
--smokeGenGun :: Item
--smokeGenGun = effectGun "smoke" $ const spawnSmokeAtCursor