Trace to surface of cube.
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@ -266,8 +266,8 @@ namespace Explodinator
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{
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for (int OffsetZ = -HalfSide; OffsetZ < HalfSide; OffsetZ++)
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{
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, +1, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, -1, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, +HalfSide, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, -HalfSide, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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}
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}
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@ -276,8 +276,8 @@ namespace Explodinator
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{
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for (int OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++)
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{
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, +1), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, -1), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, +HalfSide), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, -HalfSide), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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}
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}
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@ -286,8 +286,8 @@ namespace Explodinator
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{
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for (int OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++)
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{
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DestructionTrace(&a_Chunk, a_Position, Vector3f(+1, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(-1, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(+HalfSide, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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DestructionTrace(&a_Chunk, a_Position, Vector3f(-HalfSide, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity);
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}
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}
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}
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