Explosion refactor fixes pt1 (#7375)
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@@ -1004,10 +1004,9 @@
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beepInterval: 1
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- type: Explosive
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explosionType: Default
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devastationRange: 1
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heavyImpactRange: 2
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lightImpactRange: 3
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flashRange: 6
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maxIntensity: 15
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intensitySlope: 5
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totalIntensity: 120
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- type: ExplodeOnTrigger
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- type: entity
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@@ -30,9 +30,10 @@
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state: payload-explosive-armed
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- type: Explosive
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explosionType: Default
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devastationRange: 0
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heavyImpactRange: 2
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lightImpactRange: 4
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# same as the standard grenade, but those numbers were also just picked out of a hat.
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maxIntensity: 10
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intensitySlope: 3
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totalIntensity: 120 # about a ~4 tile radius
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flashRange: 7
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- type: ExplodeOnTrigger
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- type: Destructible
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@@ -191,6 +191,7 @@
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maxIntensity: 40
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intensitySlope: 6
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totalIntensity: 200
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maxTileBreak: 1
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- type: PointLight
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radius: 3.5
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color: orange
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@@ -209,10 +210,10 @@
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- type: ExplodeOnTrigger
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- type: Explosive
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explosionType: Default
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devastationRange: 0
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heavyImpactRange: 0
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lightImpactRange: 1
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flashRange: 10
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maxIntensity: 2 # max 30 per tile
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intensitySlope: 1
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totalIntensity: 4 # 60 total damage to distribute over tiles
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maxTileBreak: 1
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- type: PointLight
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radius: 3.5
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color: orange
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@@ -96,10 +96,9 @@
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- type: Explosive
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explosionType: Default
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# About a 3-3.5 tile radius, strong enough to break reinforced walls near centre.
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# Currently a big spacing hazzard.
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totalIntensity: 800
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intensitySlope: 15
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maxIntensity: 45
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maxTileBreak: 1 # for destroying walls, not spacing the hallway
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- type: ExplodeOnTrigger
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- type: Damageable
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damageContainer: Inorganic
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@@ -63,10 +63,10 @@
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- !type:ExplodeBehavior
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- type: Explosive
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explosionType: Default
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devastationRange: 1
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heavyImpactRange: 3
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lightImpactRange: 5
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flashRange: 6
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# Same as AME, but numbers still picked from a hat.
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maxIntensity: 100
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intensitySlope: 2
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totalIntensity: 200
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# Base Wallmount Generator
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