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@@ -82,12 +82,12 @@ namespace Content.Server.Explosion.EntitySystems
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foreach (var player in players)
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{
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if (player.AttachedEntity == null || !IoCManager.Resolve<IEntityManager>().TryGetComponent(player.AttachedEntity.Uid, out CameraRecoilComponent? recoil))
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if (player.AttachedEntity == null || !IoCManager.Resolve<IEntityManager>().TryGetComponent(player.AttachedEntity, out CameraRecoilComponent? recoil))
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{
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continue;
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}
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var playerPos = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(player.AttachedEntity.Uid).WorldPosition;
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var playerPos = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(player.AttachedEntity).WorldPosition;
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var delta = epicenter.ToMapPos(EntityManager) - playerPos;
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//Change if zero. Will result in a NaN later breaking camera shake if not changed
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@@ -130,18 +130,18 @@ namespace Content.Server.Explosion.EntitySystems
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// and splitted into two lists based on if they are Impassable or not
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foreach (var entity in entitiesInRange)
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{
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if ((!IoCManager.Resolve<IEntityManager>().EntityExists(entity.Uid) ? EntityLifeStage.Deleted : IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(entity.Uid).EntityLifeStage) >= EntityLifeStage.Deleted || entity.IsInContainer())
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if ((!IoCManager.Resolve<IEntityManager>().EntityExists(entity) ? EntityLifeStage.Deleted : IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(entity).EntityLifeStage) >= EntityLifeStage.Deleted || entity.IsInContainer())
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{
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continue;
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}
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if (!IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity.Uid).Coordinates.TryDistance(EntityManager, epicenter, out var distance) ||
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if (!IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity).Coordinates.TryDistance(EntityManager, epicenter, out var distance) ||
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distance > maxRange)
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{
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continue;
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}
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out PhysicsComponent? body) || body.Fixtures.Count < 1)
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out PhysicsComponent? body) || body.Fixtures.Count < 1)
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{
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continue;
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}
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@@ -171,7 +171,7 @@ namespace Content.Server.Explosion.EntitySystems
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continue;
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}
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_acts.HandleExplosion(epicenter, entity.Uid, CalculateSeverity(distance, devastationRange, heavyRange));
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_acts.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heavyRange));
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}
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// Impassable entities were handled first so NonImpassable entities have a bigger chance to get hit. As now
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@@ -183,7 +183,7 @@ namespace Content.Server.Explosion.EntitySystems
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continue;
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}
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_acts.HandleExplosion(epicenter, entity.Uid, CalculateSeverity(distance, devastationRange, heavyRange));
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_acts.HandleExplosion(epicenter, entity, CalculateSeverity(distance, devastationRange, heavyRange));
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}
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}
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@@ -312,7 +312,7 @@ namespace Content.Server.Explosion.EntitySystems
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{
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while (EntityManager.TryGetEntity(entity, out var e) && e.TryGetContainer(out var container))
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{
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entity = container.Owner.Uid;
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entity = container.Owner;
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}
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if (!EntityManager.TryGetComponent(entity, out transform))
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