local function m(m,S,P)if m and S then local S,j=FindCharacterAncestor(m.Parent)if S then local m=CreatorTag.Value if m and not m.Neutral then local P=PlayersService:GetPlayerFromCharacter(S)if P and(P~=m and P.TeamColor==Rocket.BrickColor)then return end end end if j and j.Health>0 then if m.Name=="\084\111\114\115\111"then ApplyTags(j)j:TakeDamage(BLAST_DAMAGE)end else if m.Name~="\072\097\110\100\108\101"then m:BreakJoints()local S=Instance.new("\066\111\100\121\070\111\114\099\101",m)S.force=((m.Position-P).unit*BLAST_FORCE)*m:GetMass()DebrisService:AddItem(S,.1)end end end end local function S(S)if Rocket and S then if IGNORE_LIST[string.lower(S.Name)]then return end local P=CreatorTag.Value if P then if P.Character and P.Character:IsAncestorOf(S)then return end if not P.Neutral then local m=FindCharacterAncestor(S.Parent)local j=PlayersService:GetPlayerFromCharacter(m)if j and(j~=P and j.TeamColor==Rocket.BrickColor)then return end end end if S==Workspace.Terrain then local m=Rocket.Position+Rocket.CFrame.lookVector*(Rocket.Size.Z/2)local S=Workspace.Terrain:WorldToCellPreferSolid(m)local P=Workspace.Terrain:GetCell(S.X,S.Y,S.Z)if P==Enum.CellMaterial.Water or P==Enum.CellMaterial.Empty then return end end local j=Instance.new("\069\120\112\108\111\115\105\111\110")j.BlastPressure=0 j.BlastRadius=BLAST_RADIUS j.ExplosionType=Enum.ExplosionType.NoCraters j.Position=Rocket.Position j.Parent=Workspace j.Hit:connect(function(S,P)m(S,P,j.Position)end)script.Parent=j CreatorTag.Parent=script Rocket:Destroy()end end
-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts
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 hitPart.Name == "Torso" then
				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
