implement beam rendering if shooter or target is already destroyed
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@@ -159,6 +159,9 @@ void Simulation::tick()
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m_combatSystem->tick(m_currentTick, *m_shipSystem,
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*m_buildingSystem, m_fireEvents);
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// Step 8b: deferred damage whose impact tick has arrived
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m_combatSystem->applyPendingDamage(m_currentTick, *m_shipSystem, *m_buildingSystem);
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// Step 9: deaths & loot
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if (!m_gameOver)
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{
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