Fixed clamping issues
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@@ -1951,10 +1951,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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double FinalDamage = (((1 / AbsoluteEntityPos.x) + (1 / AbsoluteEntityPos.y) + (1 / AbsoluteEntityPos.z)) * 2) * m_ExplosionSize;
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// Clip damage values
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if (FinalDamage > a_Entity->GetMaxHealth())
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FinalDamage = a_Entity->GetMaxHealth();
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else if (FinalDamage < 0)
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FinalDamage = 0;
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FinalDamage = Clamp(FinalDamage, 0.0, (double)a_Entity->GetMaxHealth());
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if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
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{
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