TNT position fixes (#4519)
* TNT position fixes * Don't add offset to explosion spawn coords * Don't make other entities push TNT * Correct initial TNT speed * Fix typo * Improvements * Revert unwanted change * Style fixes * Update format
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@@ -1199,7 +1199,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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{
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// Activate the TNT, with a random fuse between 10 to 30 game ticks
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int FuseTime = GetRandomProvider().RandInt(10, 30);
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m_World->SpawnPrimedTNT({a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5}, FuseTime);
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m_World->SpawnPrimedTNT({a_BlockX + x + 0.5, a_BlockY + y + 0.5, a_BlockZ + z + 0.5}, FuseTime, 1, false); // Initial velocity, no fuse sound
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area.SetBlockTypeMeta(bx + x, by + y, bz + z, E_BLOCK_AIR, 0);
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a_BlocksAffected.push_back(Vector3i(bx + x, by + y, bz + z));
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break;
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