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	Tune group digging time stuff a bit
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		@@ -183,8 +183,8 @@ void ServerRemotePlayer::punch(ServerActiveObject *puncher,
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	// "Material" groups of the player
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	std::map<std::string, int> groups;
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	groups["snappy"] = 1;
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	groups["choppy"] = 2;
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	groups["fleshy"] = 3;
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	IItemDefManager *idef = m_env->getGameDef()->idef();
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	ItemStack punchitem = puncher->getWieldedItem();
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@@ -135,10 +135,10 @@ HitParams getHitParams(const std::map<std::string, int> &groups,
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	DigParams digprop = getDigParams(groups, tp,
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			time_from_last_punch);
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	// If digging time would be 1 second, 8 half-hearts go in 1 second.
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	// Damage in hp is equivalent to nodes dug in time_from_last_punch
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	s16 hp = 0;
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	if(digprop.diggable)
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		hp = 8.0 / digprop.time;
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		hp = time_from_last_punch / digprop.time;
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	// Wear is the same as for digging a single node
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	s16 wear = (float)digprop.wear;
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