Revert to 1.20.3 powder calculation
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1 changed files with 8 additions and 8 deletions
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@ -169,14 +169,14 @@ function calc_weapon_powder(weapon, damageBases) {
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let min_diff = Math.min(neutralRemainingRaw[0], conversionRatio * neutralBase[0]);
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let max_diff = Math.min(neutralRemainingRaw[1], conversionRatio * neutralBase[1]);
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//damages[element+1][0] = Math.floor(round_near(damages[element+1][0] + min_diff));
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//damages[element+1][1] = Math.floor(round_near(damages[element+1][1] + max_diff));
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//neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
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//neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
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damages[element+1][0] += min_diff;
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damages[element+1][1] += max_diff;
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neutralRemainingRaw[0] -= min_diff;
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neutralRemainingRaw[1] -= max_diff;
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damages[element+1][0] = Math.floor(round_near(damages[element+1][0] + min_diff));
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damages[element+1][1] = Math.floor(round_near(damages[element+1][1] + max_diff));
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neutralRemainingRaw[0] = Math.floor(round_near(neutralRemainingRaw[0] - min_diff));
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neutralRemainingRaw[1] = Math.floor(round_near(neutralRemainingRaw[1] - max_diff));
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//damages[element+1][0] += min_diff;
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//damages[element+1][1] += max_diff;
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//neutralRemainingRaw[0] -= min_diff;
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//neutralRemainingRaw[1] -= max_diff;
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}
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damages[element+1][0] += powder.min;
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damages[element+1][1] += powder.max;
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