local radius = 3 local function splash_damage(surface, position, final_damage_amount) local damage = math.random(math.floor(final_damage_amount * 3), math.floor(final_damage_amount * 4)) for _, e in pairs(surface.find_entities_filtered({area = {{position.x - radius, position.y - radius}, {position.x + radius, position.y + radius}}})) do if e.valid and e.health then local distance_from_center = math.sqrt((e.position.x - position.x) ^ 2 + (e.position.y - position.y) ^ 2) if distance_from_center <= radius then local damage_distance_modifier = 1 - distance_from_center / radius if damage > 0 then if math.random(1, 3) == 1 then surface.create_entity({name = 'explosion', position = e.position}) end e.damage(damage * damage_distance_modifier, 'player', 'explosion') end end end end end local function explosive_bullets(event) if math.random(1, 3) ~= 1 then return false end if event.damage_type.name ~= 'physical' then return false end local player = event.cause if player.shooting_state.state == defines.shooting.not_shooting then return false end local selected_weapon = player.get_inventory(defines.inventory.character_guns)[player.selected_gun_index] if selected_weapon.name ~= 'submachine-gun' and selected_weapon.name ~= 'pistol' then return false end player.surface.create_entity({name = 'explosion', position = event.entity.position}) splash_damage(player.surface, event.entity.position, event.final_damage_amount) end return explosive_bullets