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using System;
using UnityEngine;
public class Explosion_Overpower : MonoBehaviour
{
public float dmgPer100Hp;
private void Awake()
{
Explosion component = GetComponent<Explosion>();
component.hitPlayerAction = (Action<CharacterData, float>)Delegate.Combine(component.hitPlayerAction, new Action<CharacterData, float>(HitPlayer));
}
private void HitPlayer(CharacterData data, float rangeMultiplier)
{
SpawnedAttack component = GetComponent<SpawnedAttack>();
if (component.IsMine())
{
float num = component.spawner.data.maxHealth * dmgPer100Hp * 0.01f * base.transform.localScale.x;
data.healthHandler.CallTakeDamage(num * (data.transform.position - component.spawner.transform.position).normalized, base.transform.position, null, GetComponent<SpawnedAttack>().spawner);
}
}
}
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