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- local NonMassBasedimpactEnergy = 0
- if detectA then
- NonMassBasedimpactEnergy = NonMassBasedimpactEnergy + objectAPointVelocity:length2()
- end
- if detectB then
- NonMassBasedimpactEnergy = NonMassBasedimpactEnergy + objectBPointVelocity:length2()
- end
- local FinalHitForce = NonMassBasedimpactEnergy / 200
- FinalHitForce = FinalHitForce - 0.5
- if FinalHitForce < 0 then FinalHitForce = 0 end
- local destructionRadius = FinalHitForce
- local impulseRadius = FinalHitForce
- local magnitude = FinalHitForce
- if FinalHitForce > 0 then
- sm.physics.explode( collisionPosition, 9, destructionRadius, impulseRadius, magnitude, nil, nil )
- end
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