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Change object alive check so that projectiles are still removed when the object dies
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@ -495,6 +495,8 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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do_damage = true
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end
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local object_alive = true
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if do_damage then
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-- Get damage
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local dmg = projectile_def.damage_groups or 0
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@ -508,13 +510,13 @@ local function handle_entity_collision(self, entity_def, projectile_def, object)
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if self._removed or not self.object:get_pos() then return true end
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-- Guard against crashes when the object the projectile collided with was destroyed
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if object_lua._removed or not object:get_pos() then return true end
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if (object_lua and object_lua._removed) or not object:get_pos() then object_alive = false end
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-- Indicate damage
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damage_particles(vector.add(pos, vector.multiply(self.object:get_velocity(), 0.1)), self._is_critical)
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-- Light things on fire
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if mcl_burning.is_burning(self.object) then
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if object_alive and mcl_burning.is_burning(self.object) then
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mcl_burning.set_on_fire(object, 5)
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end
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end
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