Disabled unit explosion team damage
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@@ -33,11 +33,11 @@ public class Damage{
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/** Creates a dynamic explosion based on specified parameters. */
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
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dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true);
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dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null);
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}
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}
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/** Creates a dynamic explosion based on specified parameters. */
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire){
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){
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if(damage){
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if(damage){
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for(int i = 0; i < Mathf.clamp(power / 20, 0, 6); i++){
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for(int i = 0; i < Mathf.clamp(power / 20, 0, 6); i++){
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int branches = 5 + Mathf.clamp((int)(power / 30), 1, 20);
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int branches = 5 + Mathf.clamp((int)(power / 30), 1, 20);
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@@ -55,7 +55,7 @@ public class Damage{
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for(int i = 0; i < waves; i++){
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for(int i = 0; i < waves; i++){
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int f = i;
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int f = i;
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Time.run(i * 2f, () -> {
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Time.run(i * 2f, () -> {
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Damage.damage(x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f);
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Damage.damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false);
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Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
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Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
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});
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});
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}
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}
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@@ -401,7 +401,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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float flammability = item().flammability * stack().amount / 1.9f;
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float flammability = item().flammability * stack().amount / 1.9f;
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if(!spawnedByCore){
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if(!spawnedByCore){
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Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1);
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Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team);
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}
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}
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float shake = hitSize / 3f;
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float shake = hitSize / 3f;
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