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db76b650e1
@ -1,6 +1,6 @@
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### 1.5.18 (20108)
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- A bit of project cleanup; tools/snippets is now tools/pcommand, etc.
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- More minor bug fixes and crash/bug-logging improvements..
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- More minor bug fixes and crash/bug-logging improvements.
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### 1.5.17 (20102)
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- More cleanup to logging and crash reporting system.
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@ -10,3 +10,7 @@
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### Roman Trapeznikov
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- Bug fixes and code cleanup
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### Benefit-Zebra
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- Unofficial BombSquad Bug Finder
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- Code Cleanup
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@ -1005,12 +1005,16 @@ class Bomb(ba.Actor):
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ba.playsound(factory.activate_sound, 0.5, position=self.node.position)
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def _handle_hit(self, msg: ba.HitMessage) -> None:
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ispunch = (msg.srcnode and msg.srcnode.getnodetype() == 'spaz')
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ispunched = (msg.srcnode and msg.srcnode.getnodetype() == 'spaz')
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# Normal bombs are triggered by non-punch impacts;
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# impact-bombs by all impacts.
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if (not self._exploded and not ispunch
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if not ispunched and (not self._exploded
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or self.bomb_type in ['impact', 'land_mine']):
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# We don't want to give the credit and points to player,
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# who punched the bomb of other player in a chain reaction.
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# And this will protect the bomb from getting hit_type 'punch'.
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# Also lets change the owner of the bomb to whoever is setting
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# us off. (this way points for big chain reactions go to the
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# person causing them).
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