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fireball burn effect should always be 1 as long as it does damage, despite radial degrade
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285d5c94ae
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@ -2628,8 +2628,8 @@ object GlobalDefinitions {
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flamethrower_fireball.Modifiers = List(
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DamageModifiers.InfantryAggravatedDirect,
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DamageModifiers.InfantryAggravatedSplash,
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DamageModifiers.FireballAggravatedBurn,
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DamageModifiers.RadialDegrade
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DamageModifiers.RadialDegrade,
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DamageModifiers.FireballAggravatedBurn
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)
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flamethrower_projectile.Name = "flamethrower_projectile"
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@ -287,7 +287,8 @@ object DamageModifiers {
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def Calculate: DamageModifiers.Format = formula
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private def formula(damage: Int, data: ResolvedProjectile): Int = {
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if (data.resolution == ProjectileResolution.AggravatedDirectBurn ||
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if (damage > 0 &&
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data.resolution == ProjectileResolution.AggravatedDirectBurn ||
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data.resolution == ProjectileResolution.AggravatedSplashBurn) {
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//add resist to offset resist subtraction later
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1 + data.damage_model.ResistUsing(data)(data)
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