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explosion cover miscalc
%distscale can actually end up negative. causes miscalculations for applyimpulse and the like (or even healing if you've hacked in the capacity for negative damage)
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@ -56,7 +56,8 @@ function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %
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// Full damage is applied to anything less than half the radius away,
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// linear scale from there.
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%distScale = (%dist < %halfRadius)? 1.0 : 1.0 - ((%dist - %halfRadius) / %halfRadius);
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%distScale = mClamp(%distScale,0.0,1.0);
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// Apply the damage
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%targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType);
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