Added extra awesomeness to TNT
+ TNT now has a chance of flinging FallingBlock entities around * Improved TNT damage * Improved TNT spawning visuals * Possible fix for 'SetSwimState failure' messages in debug
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@@ -838,8 +838,8 @@ void cIncrementalRedstoneSimulator::HandleTNT(int a_BlockX, int a_BlockY, int a_
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if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ))
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{
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m_World.BroadcastSoundEffect("game.tnt.primed", a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 0.5f, 0.6f);
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m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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m_World.SpawnPrimedTNT(a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, 4); // 4 seconds to boom
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}
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}
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