Reenable mid layer rendering, may remove bottom layer rendering
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@@ -59,11 +59,17 @@ ammoMagSPic it = \case
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TINMAG -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
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DRUMMAG -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
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CHEMFUELPOUCH -> (colorSH yellow (upperPrismPolyST 3 $ polyCirc 3 5)
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, mempty)
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, setLayer MidLayer . color black $ translate3 (V3 0 0 4) $ circleSolid (5 * am)
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)
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_ -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
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where
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y = fromIntegral y' * 0.3
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y' = fromMaybe 0 $ it ^? itUse . amagLoadStatus . iaLoaded
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am = fractionLoadedAmmo2 (it ^?! itUse . amagLoadStatus)
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fractionLoadedAmmo2 :: ReloadStatus -> Float
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fractionLoadedAmmo2 rs =
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1 - (1 - fromIntegral (_iaLoaded rs) / fromIntegral (_iaMax rs)) ** 2
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equipItemSPic :: EquipItemType -> Item -> SPic
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equipItemSPic et _ = case et of
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@@ -452,11 +458,11 @@ flamerPic _ =
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--, color black $ translate3 (V3 tx ty (tz + 0.01)) $ circleSolid (r * am)
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-- , color black $ translate3 (V3 tx ty (tz + 0.01)) $ circleSolid (r * 0.5)
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)
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where
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tx = 4
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ty = - 6
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tz = 3
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r = 5
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-- where
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-- tx = 4
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-- ty = - 6
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-- tz = 3
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-- r = 5
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-- am = fractionLoadedAmmo2 it
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launcherPic :: Item -> SPic
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