Start refactoring held item use
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@@ -101,25 +101,25 @@ unsafeBlinkGun = blinkGun
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& itUse . lUse .~ hammerCheckL (shootL $ const unsafeBlinkAction)
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& itUse . eqEq . eqViewDist ?~ 400
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effectGun :: String -> (Creature -> World -> World) -> Item
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effectGun name eff = defaultWeapon
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{ _itUse = defaultrUse
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& rUse .~ const eff
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& useMods .~ [hammerCheckI]
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}
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& itType . iyBase .~ EFFGUN name
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autoEffectGun :: String -> (Creature -> World -> World) -> Item
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autoEffectGun name eff = defaultWeapon
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{ _itUse = defaultrUse {_rUse = const eff}
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}
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& itType . iyBase .~ AUTOEFFGUN name
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--effectGun :: String -> (Creature -> World -> World) -> Item
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--effectGun name eff = defaultWeapon
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-- { _itUse = defaultrUse
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-- & rUse .~ const eff
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-- & useMods .~ [hammerCheckI]
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-- }
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-- & itType . iyBase .~ EFFGUN name
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--autoEffectGun :: String -> (Creature -> World -> World) -> Item
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--autoEffectGun name eff = defaultWeapon
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-- { _itUse = defaultrUse {_rUse = const eff}
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-- }
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-- & itType . iyBase .~ AUTOEFFGUN name
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forceFieldGun :: Item
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forceFieldGun = defaultWeapon
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{ _itConsumption = defaultLoadable & laAmmoType .~ ForceFieldAmmo forceField
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, _itTargeting = targetRBPress & tgDraw .~ targetDistanceDraw
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, _itParams = ParamMID Nothing
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}
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& itUse . rUse .~ useForceFieldGun
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& itUse . rUse .~ HeldForceField --useForceFieldGun
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& itUse . useDelay .~ NoDelay
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& itUse . useMods .~
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[ hammerCheckI , ammoCheckI , useAmmoAmount 1]
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