old_contents: 'use strict';
  
    Darwinator.Weapon = function(game, coolDown, bulletSpeed, bullets, damage, owner) {
      this.game         = game;
      var baseCoolDown  = Darwinator.PLAYER_RANGE_WEAPON_BASE_COOLDOWN - game.player.attributes.intellect * 20;
      this.coolDown     = baseCoolDown > 200 ? baseCoolDown : 100;
      this.nextFire     = 0;
      this.bullets      = bullets;
      this.bulletSpeed  = bulletSpeed;
      this.damage       = damage;
      this.owner        = owner;
    };
  
    Darwinator.Weapon.prototype.fire = function (x, y) {
      if (this.game.time.now > this.nextFire && this.bullets.countDead() > 0) {
          this.nextFire = this.game.time.now + this.coolDown;
          var bullet    = this.bullets.getFirstDead();
          bullet.reset(this.owner.x, this.owner.y); // resets sprite and body
          bullet.target = { x: x, y: y };
          var angle = this.takeAim(bullet.target.x, bullet.target.y);
          bullet.rotation = angle;
          this.game.physics.arcade.velocityFromRotation(angle, this.bulletSpeed, bullet.body.velocity);
          console.log(bullet);
      }
    };
  
    Darwinator.Weapon.prototype.takeAim = function(x, y) {
      var perfAngle = this.game.physics.arcade.angleToXY(this.owner, x, y);
      console.log(perfAngle);
      perfAngle += (Math.random() - 0.5) / (Math.round(this.owner.attributes.intellect / 5) + 1);
      console.log(perfAngle);
      return perfAngle;
    };
  
new_contents: 'use strict';
  
    Darwinator.Weapon = function(game, coolDown, bulletSpeed, bullets, damage, owner) {
      this.game         = game;
      var baseCoolDown  = Darwinator.PLAYER_RANGE_WEAPON_BASE_COOLDOWN - game.player.attributes.intellect * 20;
      this.coolDown     = baseCoolDown > 200 ? baseCoolDown : 100;
      this.nextFire     = 0;
      this.bullets      = bullets;
      this.bulletSpeed  = bulletSpeed;
      this.damage       = damage;
      this.owner        = owner;
    };
  
    Darwinator.Weapon.prototype.fire = function (x, y) {
      if (this.game.time.now > this.nextFire && this.bullets.countDead() > 0) {
          this.nextFire = this.game.time.now + this.coolDown;
          var bullet    = this.bullets.getFirstDead();
          bullet.reset(this.owner.x, this.owner.y); // resets sprite and body
          bullet.target = { x: x, y: y };
          var angle = this.takeAim(bullet.target.x, bullet.target.y);
          bullet.rotation = angle;
          this.game.physics.arcade.velocityFromRotation(angle, this.bulletSpeed, bullet.body.velocity);
      }
    };
  
    Darwinator.Weapon.prototype.takeAim = function(x, y) {
      var perfAngle = this.game.physics.arcade.angleToXY(this.owner, x, y);
      perfAngle += (Math.random() - 0.5) / (Math.round(this.owner.attributes.intellect / 5) + 1);
      return perfAngle;
    };
  
subject: Remove unused prints