Note to self: the checkradius parameter of blockthingsiterator is a lie.
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@ -933,7 +933,7 @@ Class UTMainHandler : StaticEventHandler
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while ( bi.Next() )
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{
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Actor a = bi.Thing;
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if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) )
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if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) || (Source.Distance3D(a) > ExplosionRadius) )
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continue;
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Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5);
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a.vel += Level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass));
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