Fixed rare explosion damage freeze

This commit is contained in:
Anuken
2025-06-25 14:47:05 -04:00
parent 9bd1c7d783
commit 908b0a2dc5
2 changed files with 6 additions and 2 deletions

View File

@@ -545,8 +545,10 @@ public class Damage{
tileDamage(team, x, y, baseRadius, damage, null);
}
public static void tileDamage(Team team, int x, int y, float baseRadius, float damage, @Nullable Bullet source){
public static void tileDamage(Team team, int tx, int ty, float baseRadius, float damage, @Nullable Bullet source){
Time.run(0f, () -> {
int x = Mathf.clamp(tx, -100, world.width() + 100), y = Mathf.clamp(ty, -100, world.height() + 100);
var in = world.build(x, y);
//spawned inside a multiblock. this means that damage needs to be dealt directly.
//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.