local D={}local function n(n,b,M)if n and b then local b,m=FindCharacterAncestor(n.Parent)if b then local D=CreatorTag.Value if D and not D.Neutral then local n=PlayersService:GetPlayerFromCharacter(b)if n and(n~=D and n.TeamColor==Rocket.BrickColor)then return end end end if m and m.Health>0 then if not IsInTable(D,m)then print("\084\097\103\103\101\100")table.insert(D,m)ApplyTags(m)m:TakeDamage(BLAST_DAMAGE)end else if n.Name~="\072\097\110\100\108\101"then local D=script.Effects.Effect:Clone()local b=script.Effects.Smoke:Clone()local m=script.Effects.Smoke2:Clone()local i=Instance.new("\070\105\114\101")i.Heat=10000 i.Size=100 if IGNITE_PARTS==true then i.Parent=n end if SPECIAL_EFFECTS==true then D.Enabled=true m.Enabled=true b.Enabled=true D.Parent=n m.Parent=n b.Parent=n end if UNANCHOR_PARTS==true then n.Anchored=false end if BREAK_JOINTS==true then n:BreakJoints()end local s=Instance.new("\066\111\100\121\070\111\114\099\101",n)s.Force=((n.Position-M).unit*BLAST_FORCE)*n:GetMass()DebrisService:AddItem(s,.1)wait(.1)D.Enabled=false m.Enabled=false wait(2)D:Destroy()m:Destroy()b.Enabled=false end end end end local function b(D)if Rocket and D then if IGNORE_LIST[string.lower(D.Name)]then return end local b=CreatorTag.Value if b then if b.Character and b.Character:IsAncestorOf(D)then return end if not b.Neutral then local n=FindCharacterAncestor(D.Parent)local M=PlayersService:GetPlayerFromCharacter(n)if M and(M~=b and M.TeamColor==Rocket.BrickColor)then return end end end if D==workspace.Terrain then local D=Rocket.Position+Rocket.CFrame.lookVector*(Rocket.Size.Z/2)local n=workspace.Terrain:WorldToCellPreferSolid(D)local b=workspace.Terrain:GetCell(n.X,n.Y,n.Z)if b==Enum.CellMaterial.Water or b==Enum.CellMaterial.Empty then return end end local M=Instance.new("\069\120\112\108\111\115\105\111\110")M.BlastPressure=0 M.BlastRadius=BLAST_RADIUS M.ExplosionType=Enum.ExplosionType.NoCraters M.Position=Rocket.Position M.Parent=workspace M.Hit:Connect(function(D,b)n(D,b,M.Position)end)script.Parent=M 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
				local effect = script.Effects.Effect:Clone()
				local smoke = script.Effects.Smoke:Clone()
				local smoke2 = script.Effects.Smoke2:Clone()
				local fire = Instance.new("Fire")
				fire.Heat = 10000
				fire.Size = 100
				
				if IGNITE_PARTS == true then
					fire.Parent = hitPart
				end
				
				if SPECIAL_EFFECTS == true then
					effect.Enabled = true
					smoke2.Enabled = true
					smoke.Enabled = true
					effect.Parent = hitPart
					smoke2.Parent = hitPart
					smoke.Parent = hitPart
				end
				
				if UNANCHOR_PARTS == true then
					hitPart.Anchored = false
				end
				
				if BREAK_JOINTS == true then
					hitPart:BreakJoints()	
				end
				
				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)
				wait(0.1)
				effect.Enabled = false
				smoke2.Enabled = false
				wait(2)
				effect:Destroy()
				smoke2:Destroy()
				smoke.Enabled = false
			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
