Simplify sparks
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@@ -19,8 +19,8 @@ defDamageMaterial dm _ w = (_dmAmount dm, w)
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damageStone :: Damage -> Float -> World -> (Int, World)
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damageStone dm dir = case _dmType dm of
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LASERING -> a 0 $ colSparkRandDir 0.2 lSparkCol outTo (argV $ reflectIn (p -.- sp) v)
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PIERCING -> a d $ colSparkRandDir 0.2 pSparkCol outTo (argV $ reflectIn (p -.- sp) v)
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LASERING -> a 0 $ makeSpark NormalSpark outTo (argV $ reflectIn (p -.- sp) v)
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PIERCING -> a d $ makeSpark FireSpark outTo (argV $ reflectIn (p -.- sp) v)
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BLUNT -> a d id
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SHATTERING -> a d id
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CRUSHING -> a d id
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@@ -39,8 +39,6 @@ damageStone dm dir = case _dmType dm of
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sp = _dmFrom dm
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p = _dmAt dm
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outTo = p +.+ squashNormalizeV (sp -.- p)
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pSparkCol = V4 5 1 0.5 2
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lSparkCol = V4 20 (-5) 0 1
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--damageGlass :: Damage -> Float -> World -> (World,Int)
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--damageGlass dm dir w = w & case _dmType dm of
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