Explosion damage tweaks
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@@ -48,12 +48,12 @@ public class Damage{
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}
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}
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}
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}
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int waves = Mathf.clamp((int)(explosiveness / 4), 0, 30);
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int waves = explosiveness <= 2 ? 0 : Mathf.clamp((int)(explosiveness / 11), 1, 25);
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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(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false);
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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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