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Adjust explosion entity damage hitbox
In mcl_explosions the hitbox used for calculating the damage of an entity is its collisionbox multiplied by two. This commit removes the multiplication by two because that makes explosion damage behave weirdly in some circumstances. It was most likely implemented that way because of a misinterpretation of the Minecraft wiki.
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1 changed files with 6 additions and 6 deletions
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@ -253,12 +253,12 @@ local function trace_explode(pos, strength, raydirs, radius, info, puncher)
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if collisionbox then
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-- Create rays from random points in the collision box
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local x1 = collisionbox[1] * 2
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local y1 = collisionbox[2] * 2
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local z1 = collisionbox[3] * 2
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local x2 = collisionbox[4] * 2
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local y2 = collisionbox[5] * 2
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local z2 = collisionbox[6] * 2
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local x1 = collisionbox[1]
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local y1 = collisionbox[2]
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local z1 = collisionbox[3]
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local x2 = collisionbox[4]
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local y2 = collisionbox[5]
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local z2 = collisionbox[6]
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local x_len = math.abs(x2 - x1)
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local y_len = math.abs(y2 - y1)
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local z_len = math.abs(z2 - z1)
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