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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@@ -37,9 +37,8 @@ public:
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// LOGD("Evaluating explodinator the trinitrotoluene (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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if (a_PoweringData.PowerLevel != 0)
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{
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a_World.BroadcastSoundEffect("entity.tnt.primed", a_Position, 0.5f, 0.6f);
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a_World.SetBlock(a_Position.x, a_Position.y, a_Position.z, E_BLOCK_AIR, 0);
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a_World.SpawnPrimedTNT(a_Position + Vector3d(0.5, 0.5, 0.5)); // 80 ticks to boom
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a_World.SpawnPrimedTNT(Vector3d(a_Position) + Vector3d(0.5, 0.5, 0.5)); // 80 ticks to boom
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}
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return {};
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}
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