Lot of bugfixes
* Adding clipper to generate the terrain's negative powder-contour offset. * Fixing RDB issues (fracture, active trigger, performances) * Fixing blood emission * Fixing the freezing formula on liquids * Fixing Steve spawning due to a missed test. * Reaction table properly build
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@@ -208,6 +208,7 @@ const ProjDef* ProjectileSim::def_from(const std::string& file, const EntityDef&
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d.dont_damage_shooter = attr(pc, "explosion_dont_damage_shooter", 0) != 0;
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d.not_scaled_by_gamefx = attr(pc, "config_explosion.not_scaled_by_gamefx", 0) != 0;
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d.hit_knockback_force = attr(pc, "knockback_force", 0.0f);
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d.blood_count_multiplier = attr(pc, "blood_count_multiplier", 1.0f);
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d.ragdoll_force_multiplier = attr(pc, "ragdoll_force_multiplier", 0.025f);
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if (pc) { // (the packet's RAGDOLL_FX: 00c091f0 copies ragdoll_fx_on_collision)
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static const char* fxNames[10] = {"NONE", "NORMAL", "BLOOD_EXPLOSION", "BLOOD_SPRAY", "FROZEN", "CONVERT_TO_MATERIAL", "CUSTOM_RAGDOLL_ENTITY", "DISINTEGRATED", "NO_RAGDOLL_FILE", "PLAYER_RAGDOLL_CAMERA"};
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