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Update 1.1.3
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@ -51,3 +51,4 @@ v1.1.3:
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Fixes:
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-A crash that could occur from pulverizing a charging weapon.
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-node_damage mod not actually being optional, and causing a crash when not included.
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23
init.lua
23
init.lua
@ -485,19 +485,22 @@ if tnt then
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--Upon impact, create a small explosion.
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on_impact = function(self, collisions)
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local pos = self.object:get_pos()
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local r = 4
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tnt.boom(self.object:get_pos(), {radius = 2, damage_radius = 2})
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tnt.boom(pos, {radius = 2, damage_radius = 2})
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for a = -r, r do
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for b = -r, r do
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for c = -r, r do
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local npos = vector.add(pos, {x=a, y=b, z=c})
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local dist = vector.distance(pos, npos)
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local num = math.random(0, math.ceil(r / math.max(1, dist)))
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if node_damage then
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local r = 4
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if dist <= r and num > 0 then
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node_damage.damage(npos, nil, nil, num)
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for a = -r, r do
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for b = -r, r do
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for c = -r, r do
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local npos = vector.add(pos, {x=a, y=b, z=c})
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local dist = vector.distance(pos, npos)
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local num = math.random(0, math.ceil(r / math.max(1, dist)))
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if dist <= r and num > 0 then
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node_damage.damage(npos, nil, nil, num)
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end
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end
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end
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end
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