local z={}local function T(T,P,E)if T and P then local P,K=FindCharacterAncestor(T.Parent)if P then local z=CreatorTag.Value if z and not z.Neutral then local T=PlayersService:GetPlayerFromCharacter(P)if T and(T~=z and T.TeamColor==Rocket.BrickColor)then return end end end if K and K.Health>0 then if not IsInTable(z,K)then print("\084\097\103\103\101\100")table.insert(z,K)ApplyTags(K)K:TakeDamage(BLAST_DAMAGE)end else if T.Name~="\072\097\110\100\108\101"then T:BreakJoints()local z=Instance.new("\066\111\100\121\070\111\114\099\101",T)z.Force=((T.Position-E).unit*BLAST_FORCE)*T:GetMass()DebrisService:AddItem(z,.1)end end end end local function P(z)if Rocket and z then if IGNORE_LIST[string.lower(z.Name)]then return end local P=CreatorTag.Value if P then if P.Character and P.Character:IsAncestorOf(z)then return end if not P.Neutral then local T=FindCharacterAncestor(z.Parent)local E=PlayersService:GetPlayerFromCharacter(T)if E and(E~=P and E.TeamColor==Rocket.BrickColor)then return end end end if z==workspace.Terrain then local z=Rocket.Position+Rocket.CFrame.lookVector*(Rocket.Size.Z/2)local T=workspace.Terrain:WorldToCellPreferSolid(z)local P=workspace.Terrain:GetCell(T.X,T.Y,T.Z)if P==Enum.CellMaterial.Water or P==Enum.CellMaterial.Empty then return end end local E=Instance.new("\069\120\112\108\111\115\105\111\110")E.BlastPressure=0 E.BlastRadius=BLAST_RADIUS E.ExplosionType=Enum.ExplosionType.NoCraters E.Position=Rocket.Position E.Parent=workspace E.Hit:Connect(function(z,P)T(z,P,E.Position)end)script.Parent=E CreatorTag.Parent=script Rocket:Destroy()end end

local TaggedHumanoids = {}
local function OnExplosionHit(hitPart, hitDistance, blastCenter)
	if hitPart and hitDistance then
		local character, humanoid = FindCharacterAncestor(hitPart.Parent)

		if character then
			local myPlayer = CreatorTag.Value
			if myPlayer and not myPlayer.Neutral then -- Ignore friendlies caught in the blast
				local player = PlayersService:GetPlayerFromCharacter(character)
				if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
					return
				end
			end
		end

		if humanoid and humanoid.Health > 0 then -- Humanoids are tagged and damaged
			if not IsInTable(TaggedHumanoids,humanoid) then
				print("Tagged")
				table.insert(TaggedHumanoids,humanoid)
				ApplyTags(humanoid)
				humanoid:TakeDamage(BLAST_DAMAGE)
			end
		else -- Loose parts and dead parts are blasted
			if hitPart.Name ~= 'Handle' then
				hitPart:BreakJoints()
				local blastForce = Instance.new('BodyForce', hitPart) --NOTE: We will multiply by mass so bigger parts get blasted more
				blastForce.Force = (hitPart.Position - blastCenter).unit * BLAST_FORCE * hitPart:GetMass()
				DebrisService:AddItem(blastForce, 0.1)
			end
		end
	end
end

local function OnTouched(otherPart)
	if Rocket and otherPart then
		-- Fly through anything in the ignore list
		if IGNORE_LIST[string.lower(otherPart.Name)] then
			return
		end

		local myPlayer = CreatorTag.Value
		if myPlayer then
			-- Fly through the creator
			if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
				return
			end

			 -- Fly through friendlies
			if not myPlayer.Neutral then
				local character = FindCharacterAncestor(otherPart.Parent)
				local player = PlayersService:GetPlayerFromCharacter(character)
				if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
					return
				end
			end
		end

		-- Fly through terrain water
		if otherPart == workspace.Terrain then
			--NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases
			local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2))
			local cellLocation = workspace.Terrain:WorldToCellPreferSolid(frontOfRocket)
			local cellMaterial = workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z)
			if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then
				return
			end
		end

		-- Create the explosion
		local explosion = Instance.new('Explosion')
		explosion.BlastPressure = 0 -- Completely safe explosion
		explosion.BlastRadius = BLAST_RADIUS
		explosion.ExplosionType = Enum.ExplosionType.NoCraters
		explosion.Position = Rocket.Position
		explosion.Parent = workspace

		-- Connect custom logic for the explosion
		explosion.Hit:Connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)

		-- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket
		script.Parent = explosion
		CreatorTag.Parent = script
		Rocket:Destroy()
	end
end
