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add bow damage
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@@ -38,6 +38,7 @@ local THROWING_ARROW_ENTITY={
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lastpos={},
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collisionbox = {0,0,0,0,0,0},
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player = "",
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bow_damage = 0,
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}
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local radius = 1
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@@ -80,6 +81,9 @@ THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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if throwing_is_player(self.player, obj) or throwing_is_entity(obj) then
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local speed = vector.length(self.object:getvelocity())
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local damage = ((speed + 5)^1.2)/10 + 12
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if self.bow_damage and self.bow_damage > 0 then
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damage = damage + (self.bow_damage/12)
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end
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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