Explosion refactor fixes pt1 (#7375)
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@@ -51,6 +51,22 @@ public sealed class ExplosiveComponent : Component
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[DataField("totalIntensity")]
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public float TotalIntensity = 10;
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/// <summary>
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/// Factor used to scale the explosion intensity when calculating tile break chances. Allows for stronger
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/// explosives that don't space tiles, without having to create a new explosion-type prototype.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("tileBreakScale")]
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public float TileBreakScale = 1f;
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/// <summary>
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/// Maximum number of times that an explosive can break a tile. Currently, for normal space ships breaking a
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/// tile twice will result in a vacuum.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxTileBreak")]
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public int MaxTileBreak = int.MaxValue;
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/// <summary>
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/// Avoid somehow double-triggering this explosion (e.g. by damaging this entity from its own explosion.
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/// </summary>
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