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fix: use final thickness
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@@ -51,7 +51,7 @@ void main() {
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if (canSplash && useSpacedArmor && isUnderSpacedArmor) {
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float spacedArmorThickness = spacedArmorBufferFragment.r * penetration;
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float finalDamage = 0.5 * damage * (1.0 - distanceFromSpacedArmor / explosionRadius) - 1.1 * (thickness + spacedArmorThickness);
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float finalDamage = 0.5 * damage * (1.0 - distanceFromSpacedArmor / explosionRadius) - 1.1 * (finalThickness + spacedArmorThickness);
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penetrationChance = 0.0;
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splashChance = finalDamage > 0.0 ? 1.0 : 0.0;
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