Decrease muzzle flare light time
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+5
-1
@@ -36,6 +36,7 @@ closestPointOnLineParam a b p
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rectNESW :: Float -> Float -> Float -> Float -> [Point2]
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rectNESW a b c d = [(b,a),(b,c),(d,c),(d,a)
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]
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rectNSEW :: Float -> Float -> Float -> Float -> [Point2]
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rectNSEW n s e w = rectNESW n e s w
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rectNSWE :: Float -> Float -> Float -> Float -> [Point2]
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@@ -89,6 +90,7 @@ safeNormalizeV p = normalizeV p
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-- this has been called somewhere with l1 == l2
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isLHS :: Point2 -> Point2 -> Point2 -> Bool
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{-# INLINE isLHS #-}
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isLHS' :: (Float, Float) -> (Float, Float) -> Point2 -> Bool
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isLHS' l1 l2 p | l1 == l2 = False
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| otherwise = closestPointOnLineParam l1 (l1 +.+ vNormal (l2 -.- l1)) p < 0
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@@ -138,6 +140,7 @@ circOnLine p1 p2 c rad = magV (p1 -.- c) <= rad || magV (p2 -.- c) <= rad
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isJustTrue (Just True) = True
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isJustTrue _ = False
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difference :: (Ord a, Num a) => a -> a -> a
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difference x y | x > y = x - y
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| otherwise = y - x
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@@ -145,6 +148,7 @@ reflectIn :: Point2 -> Point2 -> Point2
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reflectIn line vec = let angle = 2 * angleBetween line vec
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in rotateV angle vec
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angleBetween :: Point2 -> Point2 -> Float
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angleBetween v1 v2 = argV v1 - argV v2
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doublePair :: (a,a) -> [(a,a)]
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@@ -195,7 +199,7 @@ ssaTri :: Float -> Float -> Float -> Float
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ssaTri ab bc a
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| sin a == 0 = 0
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| bc == 0 = ab
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| otherwise = let c = asin ( (ab * (sin a))/bc)
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| otherwise = let c = asin ( (ab * sin a)/bc)
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b = pi - (a + c)
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in sin b * bc / sin a
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