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feat: correct he calculations
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417858f21a
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2 files changed
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@@ -15,13 +15,11 @@ import vertexShader from './shaders/vertex.glsl';
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interface ArmorMeshProps extends MeshProps {
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duel: Duel;
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isExternalModule?: boolean;
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thickness: number;
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maxThickness: number;
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}
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export function ArmorMesh({
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isExternalModule = false,
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thickness,
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maxThickness,
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duel,
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@@ -52,6 +50,8 @@ export function ArmorMesh({
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}
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});
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console.log(resolveNearPenetration(shell.penetration));
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return (
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<>
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<mesh {...props} renderOrder={0}>
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@@ -79,16 +79,18 @@ export function ArmorMesh({
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maxThickness: { value: maxThickness },
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isExplosive: { value: isExplosive(shell.type) },
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canSplash: { value: canSplash(shell.type) },
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isExternalModule: { value: isExternalModule },
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thickness: { value: thickness },
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penetration: {
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value: resolveNearPenetration(shell.penetration),
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// value: resolveNearPenetration(shell.penetration),
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value: 0,
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},
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caliber: { value: shell.caliber },
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ricochet: { value: degToRad(shell.ricochet ?? 90) },
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ricochetAngle: { value: degToRad(shell.ricochet ?? 90) },
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normalization: {
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value: degToRad(shell.normalization ?? 0),
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},
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damage: { value: shell.damage.armor },
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explosionRadius: { value: shell.explosionRadius ?? 0 },
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}}
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/>
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</mesh>
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@@ -1,11 +1,10 @@
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varying vec3 vCSMViewPosition;
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uniform bool isExplosive;
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uniform bool canSplash;
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uniform bool isExternalModule;
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uniform float thickness;
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uniform float penetration;
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uniform float caliber;
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uniform float ricochet;
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uniform float ricochetAngle;
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uniform float normalization;
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uniform sampler2D externalModuleMask;
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uniform sampler2D spacedArmorDepth;
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@@ -14,6 +13,8 @@ uniform vec2 resolution;
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varying mat4 vProjectionMatrix;
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uniform float maxThickness;
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uniform bool greenPenetration;
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uniform float damage;
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uniform float explosionRadius;
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float depthToDistance(float depth) {
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mat4 projectionMatrixInverse = inverse(vProjectionMatrix);
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@@ -26,78 +27,79 @@ float depthToDistance(float depth) {
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}
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void main() {
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float penetrationChance = -1.0;
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float splashChance = -1.0;
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vec3 normalizedViewPosition = normalize(vCSMViewPosition);
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float dotProduct = dot(vNormal, -normalizedViewPosition);
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float coreArmorangle = acos(dotProduct);
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vec2 screenCoordinates = gl_FragCoord.xy / resolution;
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float spacedArmorDepth = texture2D(spacedArmorDepth, screenCoordinates).r;
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float currentDistance = depthToDistance(gl_FragCoord.z);
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float spacedArmorDistance = depthToDistance(spacedArmorDepth);
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float distanceFromSpacedArmor = currentDistance - spacedArmorDistance;
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vec4 externalModuleMaskColor = texture2D(externalModuleMask, screenCoordinates);
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vec4 spacedArmorMaskColor = texture2D(spacedArmorMask, screenCoordinates);
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bool isUnderExternalModule = externalModuleMaskColor.r == 1.0;
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bool isUnderSpacedArmor = spacedArmorMaskColor.a == 1.0;
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vCSMViewPosition);
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float dotProduct = dot(normalizedNormal, -normalizedViewPosition);
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float angle = acos(dotProduct);
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float spacedArmorAngle = spacedArmorMaskColor.r * PI;
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float penetrationChance = -1.0;
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float splashChance = -1.0;
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bool threeCalibersRule = caliber > 3.0 * thickness;
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float normalizedSpacedArmorThickness = spacedArmorMaskColor.g;
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float spacedArmorNominalThickness = normalizedSpacedArmorThickness * maxThickness;
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bool spadedArmorThreeCalibersRule = isUnderSpacedArmor && caliber > 3.0 * spacedArmorNominalThickness;
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bool ricochetSpacedArmor = isUnderSpacedArmor && !spadedArmorThreeCalibersRule && spacedArmorAngle >= ricochet;
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bool ricochetCoreArmor = !ricochetSpacedArmor && !isUnderExternalModule && !isExternalModule && !isExplosive && !threeCalibersRule && angle >= ricochet;
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if (ricochetCoreArmor || ricochetSpacedArmor) {
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bool coreArmorThreeCalibersRule = caliber > 3.0 * thickness;
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float spacedArmorNominalThickness = spacedArmorMaskColor.g * maxThickness;
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bool spacedArmorThreeCalibersRule = isUnderSpacedArmor && caliber > 3.0 * spacedArmorNominalThickness;
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bool hasRicochetedSpacedArmor = !isExplosive && isUnderSpacedArmor && !spacedArmorThreeCalibersRule && spacedArmorAngle >= ricochetAngle;
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bool isUnderAnything = isUnderExternalModule || isUnderSpacedArmor;
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bool hasRicochetedCoreArmor = !isExplosive && !isUnderAnything && !coreArmorThreeCalibersRule && coreArmorangle >= ricochetAngle;
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if (hasRicochetedCoreArmor || hasRicochetedSpacedArmor) {
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penetrationChance = 0.0;
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splashChance = 0.0;
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} else {
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float piercedPenetration = penetration;
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// time to chip away at the penetration, one case at a time
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float remainingPenetration = penetration;
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if (isUnderExternalModule) {
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float normalizedExternalModuleThickness = externalModuleMaskColor.g;
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float externalModuleThickness = normalizedExternalModuleThickness * maxThickness;
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piercedPenetration -= externalModuleThickness;
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// external modules don't care about angle, they'll reduce penetration by their thickness
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float externalModuleThickness = externalModuleMaskColor.g * maxThickness;
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remainingPenetration -= externalModuleThickness;
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}
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if (isUnderSpacedArmor) {
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// spaced armor on the other hand, does care about angle
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float spacedArmorThickness = spacedArmorNominalThickness / cos(spacedArmorAngle);
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piercedPenetration -= spacedArmorThickness;
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remainingPenetration -= spacedArmorThickness;
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}
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float spacedArmorDepth = texture2D(spacedArmorDepth, screenCoordinates).r;
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float spacedArmorDistance = depthToDistance(spacedArmorDepth);
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float coreArmorDistance = depthToDistance(gl_FragCoord.z);
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float distanceFromSpacedArmor = abs(coreArmorDistance - spacedArmorDistance);
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if (isExplosive) {
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// 50% loss of remaining penetration per meter
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piercedPenetration -= 0.5 * piercedPenetration * distanceFromSpacedArmor;
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// there is a 50% penetration loss per meter for HE based shells
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remainingPenetration -= 0.5 * remainingPenetration * distanceFromSpacedArmor;
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}
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piercedPenetration = max(piercedPenetration, 0.0);
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// clamp to 0 because negative penetration causes guaranteed penetrations for some reason
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remainingPenetration = max(remainingPenetration, 0.0);
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bool twoCalibersRule = caliber > 2.0 * thickness;
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float finalNormalization = twoCalibersRule ? (normalization * 1.4 * caliber) / (2.0 * thickness) : normalization;
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float finalThickness = thickness / cos(angle - finalNormalization);
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float delta = finalThickness - piercedPenetration;
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float randomRadius = piercedPenetration * 0.05;
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bool coreArmorTwoCalibersRule = caliber > 2.0 * thickness;
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float finalNormalization = coreArmorTwoCalibersRule ? (normalization * 1.4 * caliber) / (2.0 * thickness) : normalization;
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float finalCoreArmorThickness = thickness / cos(coreArmorangle - finalNormalization);
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float deltaPenetration = finalCoreArmorThickness - remainingPenetration;
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float randomRadius = remainingPenetration * 0.05;
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if (delta > randomRadius) {
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if (deltaPenetration > randomRadius) {
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// even with a 5% buff to the penetration, can't penetrate
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penetrationChance = 0.0;
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} else if (delta < -randomRadius) {
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} else if (deltaPenetration < -randomRadius) {
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// even with a 5% nerf, can penetrate
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penetrationChance = 1.0;
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} else {
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penetrationChance = max(1.0 - (delta + randomRadius) / (2.0 * randomRadius), 0.0);
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// transition area
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penetrationChance = max(1.0 - (deltaPenetration + randomRadius) / (2.0 * randomRadius), 0.0);
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}
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if (canSplash) {
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float reducedFinalThickness = finalThickness * (1.0 / 10.0);
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float splashDelta = reducedFinalThickness - piercedPenetration;
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if (splashDelta > randomRadius) {
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splashChance = 0.0;
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} else if (splashDelta < -randomRadius) {
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splashChance = 1.0;
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} else {
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splashChance = 1.0 - (splashDelta + randomRadius) / (2.0 * randomRadius);
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}
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// only allow splasing if the damage equation deals more than 0 damage
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float finalDamage = 0.5 * damage * (1.0 - distanceFromSpacedArmor / explosionRadius) - 1.1 * finalCoreArmorThickness;
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splashChance = finalDamage > 0.0 ? 1.0 : 0.0;
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} else {
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splashChance = 0.0;
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}
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