unhack that a bit; delayed damage works
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@@ -69,6 +69,19 @@ namespace OpenRA
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(int)GetDamageToInflict(victim, args, warhead, firepowerModifier), warhead);
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}
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public static void DoImpacts(ProjectileArgs args, int2 visualLocation)
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{
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foreach (var warhead in args.weapon.Warheads)
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{
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Action a = () => DoImpact(warhead, args, visualLocation);
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if (warhead.Delay > 0)
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args.firedBy.World.AddFrameEndTask(
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w => w.Add(new DelayedAction(warhead.Delay, a)));
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else
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a();
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}
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}
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static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead, float modifier)
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{
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return (int)(warhead.Spread * Math.Log(Math.Abs(weapon.Damage * modifier), 2));
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