Fixed #7495
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@@ -4471,7 +4471,7 @@ public class Blocks{
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deathExplosionEffect = Fx.massiveExplosion;
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shootOnDeath = true;
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shake = 10f;
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bullet = new ExplosionBulletType(500f, 65f){{
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bullet = new ExplosionBulletType(600f, 65f){{
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hitColor = Pal.redLight;
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shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
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lifetime = 10f;
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@@ -4480,11 +4480,13 @@ public class Blocks{
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}});
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collidesAir = false;
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buildingDamageMultiplier = 0.3f;
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ammoMultiplier = 1f;
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fragLifeMin = 0.1f;
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fragBullets = 7;
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fragBullet = new ArtilleryBulletType(3.4f, 30){{
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buildingDamageMultiplier = 0.3f;
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drag = 0.02f;
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hitEffect = Fx.massiveExplosion;
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despawnEffect = Fx.scatheSlash;
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@@ -1298,7 +1298,7 @@ public class LExecutor{
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//TODO this can be quite laggy...
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switch(layer){
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case ore -> {
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if(b instanceof OverlayFloor o && tile.overlay() != o) tile.setOverlayNet(o);
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if(b instanceof OverlayFloor || b == Blocks.air && tile.overlay() != b) tile.setOverlayNet(b);
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}
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case floor -> {
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if(b instanceof Floor f && tile.floor() != f && !f.isOverlay()) tile.setFloorNet(f);
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