Make crash damage a multiplier instead of a toggle (#8151)
* Switch unitCrashDamage to a multiplier * Add to rules dialog
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@@ -589,7 +589,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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float power = item().charge * Mathf.pow(stack().amount, 1.11f) * 160f;
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if(!spawnedByCore){
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Damage.dynamicExplosion(x, y, flammability, explosiveness, power, (bounds() + type.legLength/1.7f) / 2f, state.rules.damageExplosions && state.rules.unitCrashDamage, item().flammability > 1, team, type.deathExplosionEffect);
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Damage.dynamicExplosion(x, y, flammability, explosiveness, power, (bounds() + type.legLength/1.7f) / 2f, state.rules.damageExplosions && state.rules.unitCrashDamage(team) > 0, item().flammability > 1, team, type.deathExplosionEffect);
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}else{
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type.deathExplosionEffect.at(x, y, bounds() / 2f / 8f);
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}
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@@ -617,8 +617,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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}
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//if this unit crash landed (was flying), damage stuff in a radius
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if(type.flying && !spawnedByCore && type.createWreck && state.rules.unitCrashDamage){
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Damage.damage(team, x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f * state.rules.unitDamage(team), true, false, true);
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if(type.flying && !spawnedByCore && type.createWreck && state.rules.unitCrashDamage(team) > 0){
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Damage.damage(team, x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f * state.rules.unitCrashDamage(team), true, false, true);
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}
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if(!headless && type.createScorch){
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