fix issue where beams were also disappearing while the game was paused
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@@ -141,11 +141,12 @@ private:
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struct ActiveBeam
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{
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BeamFiredEvent event;
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qint64 emittedWallMs;
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QVector2D targetOffset;
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};
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static constexpr qint64 kBeamLifetimeMs = 300;
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// Beam lifetime in game ticks so beams freeze with the simulation when
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// paused or slowed, instead of fading on wall-clock time (REQ-SHP-FIRING-BEAM).
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static constexpr Tick kBeamLifetimeTicks = secondsToTicks(0.3);
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static constexpr float kScrollSpeedTilesPerSec = 10.0f;
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Simulation* m_sim;
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@@ -154,7 +155,6 @@ private:
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TickDriver m_tickDriver;
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QElapsedTimer m_frameTimer;
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qint64 m_wallMs;
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std::mt19937 m_rng;
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double m_gameSpeedMultiplier;
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double m_prevNonZeroSpeed;
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