Block explosion damage rule
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@@ -900,7 +900,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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});
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}
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Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, Pal.darkFlame);
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Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, Pal.darkFlame, state.rules.damageExplosions);
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if(!floor().solid && !floor().isLiquid){
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Effect.rubble(x, y, block.size);
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}
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@@ -314,7 +314,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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public void destroy(){
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float explosiveness = 2f + item().explosiveness * stack().amount;
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float flammability = item().flammability * stack().amount;
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Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, Pal.darkFlame);
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Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, Pal.darkFlame, state.rules.damageExplosions);
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float shake = hitSize / 3f;
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