public void MuzzleFlash(GridCoordinates grid, Angle angle)
        {
            if (_muzzleFlashSprite == null)
            {
                return;
            }

            var time      = IoCManager.Resolve <IGameTiming>().CurTime;
            var deathTime = time + TimeSpan.FromMilliseconds(200);
            // Offset the sprite so it actually looks like it's coming from the gun
            var offset = angle.ToVec().Normalized / 2;

            var message = new EffectSystemMessage
            {
                EffectSprite = _muzzleFlashSprite,
                Born         = time,
                DeathTime    = deathTime,
                Coordinates  = grid.Translated(offset),
                //Rotated from east facing
                Rotation   = (float)angle.Theta,
                Color      = Vector4.Multiply(new Vector4(255, 255, 255, 255), 1.0f),
                ColorDelta = new Vector4(0, 0, 0, -1500f),
                Shaded     = false
            };

            EntitySystem.Get <EffectSystem>().CreateParticle(message);
        }