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Bugfix: Error was triggered when splash damage happened after entity died.
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@ -2,8 +2,8 @@ local radius = 3
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local function splash_damage(surface, position, final_damage_amount)
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local damage = math.random(math.floor(final_damage_amount * 3), math.floor(final_damage_amount * 4))
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for _, e in pairs(surface.find_entities_filtered({area = {{position.x - radius, position.y - radius},{position.x + radius, position.y + radius}}})) do
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if e.health then
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for _, e in pairs(surface.find_entities_filtered({area = {{position.x - radius, position.y - radius},{position.x + radius, position.y + radius}}})) do
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if e.valid and e.health then
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local distance_from_center = math.sqrt((e.position.x - position.x) ^ 2 + (e.position.y - position.y) ^ 2)
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if distance_from_center <= radius then
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local damage_distance_modifier = 1 - distance_from_center / radius
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@ -23,9 +23,9 @@ local function explosive_bullets(event)
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if player.shooting_state.state == defines.shooting.not_shooting then return false end
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local selected_weapon = player.get_inventory(defines.inventory.character_guns)[player.selected_gun_index]
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if selected_weapon.name ~= "submachine-gun" and selected_weapon.name ~= "pistol" then return false end
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player.surface.create_entity({name = "explosion", position = event.entity.position})
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splash_damage(
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player.surface,
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event.entity.position,
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@ -34,5 +34,3 @@ local function explosive_bullets(event)
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end
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return explosive_bullets
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