added new gun - swarm
This commit is contained in:
114
js/bullets.js
114
js/bullets.js
@@ -563,23 +563,23 @@ const b = {
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{
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{
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name: "flak",
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name: "flak",
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ammo: 0,
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ammo: 0,
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ammoPack: 9,
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ammoPack: 18,
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have: false,
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have: false,
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fire() {
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fire() {
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b.muzzleFlash(30);
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b.muzzleFlash(30);
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const totalBullets = 7
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const totalBullets = 5
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const angleStep = 0.08 / totalBullets
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const angleStep = 0.08 / totalBullets
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let dir = mech.angle - angleStep * totalBullets / 2;
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let dir = mech.angle - angleStep * totalBullets / 2;
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for (let i = 0; i < totalBullets; i++) { //5 -> 7
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for (let i = 0; i < totalBullets; i++) { //5 -> 7
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dir += angleStep
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dir += angleStep
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const me = bullet.length;
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 17, 4, b.fireAttributes(dir));
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bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 17, 4, b.fireAttributes(dir));
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b.fireProps(35, 25 + 25 * Math.random(), dir, me); //cd , speed
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b.fireProps(20, 24 + 30 * Math.random() - i, dir, me); //cd , speed
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//Matter.Body.setDensity(bullet[me], 0.00001);
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//Matter.Body.setDensity(bullet[me], 0.00001);
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bullet[me].endCycle = game.cycle + 16 + Math.ceil(7 * Math.random())
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bullet[me].endCycle = game.cycle + 20 + i //16 + Math.ceil(8 * Math.random()
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bullet[me].restitution = 0;
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bullet[me].restitution = 0;
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bullet[me].friction = 1;
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bullet[me].friction = 1;
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bullet[me].explodeRad = 90 + (Math.random() - 0.5) * 50;
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bullet[me].explodeRad = 70 + (Math.random() - 0.5) * 50;
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bullet[me].onEnd = b.explode;
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bullet[me].onEnd = b.explode;
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bullet[me].onDmg = function () {
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bullet[me].onDmg = function () {
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this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
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this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
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@@ -646,6 +646,110 @@ const b = {
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};
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};
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}
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}
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},
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},
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{
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name: "swarm",
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ammo: 0,
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ammoPack: 4,
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have: false,
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fire() {
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const me = bullet.length;
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const dir = mech.angle;
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bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, b.fireAttributes(dir));
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bullet[me].radius = 22; //used from drawing timer
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b.fireProps(50, 12, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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Matter.Body.setDensity(bullet[me], 0.000001);
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bullet[me].endCycle = game.cycle + 160;
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bullet[me].frictionAir = 0.01;
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bullet[me].friction = 0;
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bullet[me].restitution = 0.5;
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// Matter.Body.setDensity(bullet[me], 0.000001);
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// bullet[me].friction = 0.15;
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// bullet[me].restitution = 0;
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// bullet[me].explodeRad = 350 + Math.floor(Math.random() * 60);
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bullet[me].minDmgSpeed = 1;
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bullet[me].onDmg = function () {
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this.endCycle = 0; //bullet ends cycle after doing damage //this triggers explosion
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};
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bullet[me].do = function () {
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//extra gravity for harder arcs
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this.force.y += this.mass * 0.002;
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};
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//spawn bullets on end
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bullet[me].onEnd = function () {
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const NUM = 12
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for (let i = 0; i < NUM; i++) {
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const bIndex = bullet.length;
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bullet[bIndex] = Bodies.circle(this.position.x, this.position.y, 5, {
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// density: 0.0015, //frictionAir: 0.01,
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restitution: 1,
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angle: dir,
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friction: 0,
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frictionAir: 0.01,
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dmg: 0, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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mask: 0x000011 //mask: 0x000101, //for self collision
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},
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minDmgSpeed: 1,
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onDmg() {
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this.endCycle = 0; //bullet ends cycle after doing damage
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},
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onEnd() {},
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lookFrequency: 20 + Math.floor(12 * Math.random()),
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do() {
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this.force.y += this.mass * 0.00025; // high gravity because of the high friction
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if (!(game.cycle % this.lookFrequency)) {
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this.close = null;
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this.lockedOn = null;
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let closeDist = Infinity;
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (
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mob[i].alive &&
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mob[i].dropPowerUp &&
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Matter.Query.ray(map, this.position, mob[i].position).length === 0 &&
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Matter.Query.ray(body, this.position, mob[i].position).length === 0
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) {
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const targetVector = Matter.Vector.sub(this.position, mob[i].position)
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const dist = Matter.Vector.magnitude(targetVector);
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if (dist < closeDist) {
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this.close = mob[i].position;
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closeDist = dist;
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this.lockedOn = Matter.Vector.normalise(targetVector);
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}
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}
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}
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}
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//accelerate towards mobs
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if (this.lockedOn) {
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const THRUST = this.mass * 0.001
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this.force.x -= THRUST * this.lockedOn.x
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this.force.y -= THRUST * this.lockedOn.y
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}
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},
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});
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bullet[bIndex].endCycle = game.cycle + 300 + Math.floor(Math.random() * 120);
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bullet[bIndex].dmg = 1.6;
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// bullet[bIndex].explodeRad = 100 + Math.floor(Math.random() * 30);
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// bullet[bIndex].onEnd = b.explode; //makes bullet do explosive damage before despawn
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const SPEED = 9;
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const ANGLE = 2 * Math.PI * Math.random()
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Matter.Body.setVelocity(bullet[bIndex], {
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x: SPEED * Math.cos(ANGLE),
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y: SPEED * Math.sin(ANGLE)
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});
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World.add(engine.world, bullet[bIndex]); //add bullet to world
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}
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}
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}
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},
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{
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{
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name: "M80",
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name: "M80",
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ammo: 0,
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ammo: 0,
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@@ -12,7 +12,7 @@ const level = {
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start() {
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start() {
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// game.zoomScale = 1400 //1400
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// game.zoomScale = 1400 //1400
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if (game.levelsCleared === 0) {
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if (game.levelsCleared === 0) {
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this.intro();
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this.intro(); //starting level
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// spawn.setSpawnList();
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// spawn.setSpawnList();
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// game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
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// game.levelsCleared = 3; //for testing to simulate all possible mobs spawns
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// this.bosses();
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// this.bosses();
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@@ -62,7 +62,7 @@ const powerUps = {
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effect() {
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effect() {
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//only get ammo for guns player has
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//only get ammo for guns player has
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let target;
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let target;
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console.log(b.inventory.length)
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// console.log(b.inventory.length)
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if (b.inventory.length > 0) {
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if (b.inventory.length > 0) {
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//add ammo to a gun in inventory
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//add ammo to a gun in inventory
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
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target = b.guns[b.inventory[Math.floor(Math.random() * (b.inventory.length))]];
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