Fix aiming with no weapon crash
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@@ -48,13 +48,11 @@ muzFlareAt col tranv dir w = w & instantParticles .:~ theFlare
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(a:b:c:d:_) = randomRs (2,20) (_randGen w)
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flareCircleAt :: Color -> Float -> Point3 -> World -> World
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flareCircleAt col alphax tranv = particles .:~ theFlareCircle
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where
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theFlareCircle = Particle
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{ _ptDraw = const . setLayer 1 . translate3 tranv
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$ circleSolidCol (withAlpha alphax col) (withAlpha 0 col) 30
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, _ptUpdate = ptSimpleTime 1
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}
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flareCircleAt col alphax tranv = particles .:~ Particle
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{ _ptDraw = const . setLayer 1 . translate3 tranv
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$ circleSolidCol (withAlpha alphax col) (withAlpha 0 col) 30
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, _ptUpdate = ptSimpleTime 1
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}
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explosionFlashAt :: Point2 -> World -> World
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explosionFlashAt p = tempLightSources .:~ tlsTimeRadFunPos 20 150 intensityFunc (addZ 20 p)
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@@ -65,8 +63,8 @@ explosionFlashAt p = tempLightSources .:~ tlsTimeRadFunPos 20 150 intensityFunc
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flameFlicker :: Particle -> World -> World
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flameFlicker pt
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| _btTimer' pt `mod` 5 == 0 = tempLightSources .:~ theLight
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| _ptTimer pt `mod` 5 == 0 = tempLightSources
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.:~ tlsTimeRadColPos 1 70 (V3 0.5 0 0) (V3 x y 10)
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| otherwise = id
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where
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V2 x y = _btPos' pt
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theLight = tlsTimeRadColPos 1 70 (V3 0.5 0 0) (V3 x y 10)
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V2 x y = _ptPos pt
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