Make block damages slightly more logical
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@@ -44,6 +44,11 @@ matSplintSound mat = case mat of
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Wood -> originIDsAt (BlockDegradeSound 1) [impact1S,impact2S,impact3S]
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Metal -> originIDsAt (BlockDegradeSound 1) [impact2S,impact3S]
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checkBlockHP :: Block -> World -> World
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checkBlockHP bl
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| _blHP bl < 1 = destroyBlock bl
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| otherwise = id
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destroyBlock :: Block -> World -> World
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destroyBlock bl w = w
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& flip (foldr unshadowBlock) (_blShadows bl)
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