Splash damage tweaks
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@@ -1366,8 +1366,8 @@ public class UnitTypes implements ContentList{
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collides = false;
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collides = false;
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healPercent = 15f;
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healPercent = 15f;
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splashDamage = 230f;
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splashDamage = 220f;
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splashDamageRadius = 81f;
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splashDamageRadius = 80f;
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}};
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}};
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}});
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}});
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}};
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}};
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@@ -380,8 +380,8 @@ public class Damage{
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//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
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//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
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//this needs to be compensated
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//this needs to be compensated
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if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
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if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
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//deal the damage of an entire side * 2, to be equivalent with the maximum "standard" side damage + 1
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//deal the damage of an entire side + 1, to be equivalent with maximum 'standard' damage
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in.damage(damage * (in.block.size * 2));
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in.damage(damage * (in.block.size + 1));
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//no need to continue with the explosion
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//no need to continue with the explosion
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return;
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return;
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}
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}
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+1
-1
@@ -1,3 +1,3 @@
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org.gradle.daemon=true
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org.gradle.daemon=true
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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archash=477c5e7892e49a8ae1d840feae2379fec15c838c
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archash=2f044212b72385c64f4f1a1e488e8c5ee62c5740
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