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[1.12] v5 - BlastFire doesn't raytrace #416

@DarkGuardsman

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@DarkGuardsman

Current state the blast will randomly place fire in range. This simplifies the logic but breaks the ability to use bunkers.

Edit: Reviewing the code it does look like some custom raytrace logic was implemented. However, it seems to be defective. Always checking the same block position. It looks similar to how TNT does a step check for raytracing. We would want to replace it with an edge raytracer.

Optionally we could rework the blast to throw fire entities. Have those set anything on fire within a set range.

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