--						if GetHitPlayers() >= 3 then
--							AwardBadge:Invoke(FiredPlayer,"Explosive Results")
--						end

						
						local FiredPlayer = GetReflectedByPlayer() or FiredPlayer
						local DoDamage = PlayerDamager:CanDamageHumanoid(FiredPlayer,HitHumanoid)
						if DoDamage then
							local Distance
							local HumanoidRootPrart = HitCharacter:FindFirstChild("HumanoidRootPart")
							if HumanoidRootPrart then
								Distance = (HumanoidRootPrart.Position - Position ).magnitude
							else
								Distance = RadiusFromBlast
							end	
							RadiusFromBlast = math.min(math.max(RadiusFromBlast - 0.8,0),1)
								
							PlayerDamager:DamageHumanoid(FiredPlayer,HitHumanoid,MAX_DAMAGE - ((Distance/BLAST_RADIUS) * (MAX_DAMAGE - MIN_DAMAGE)),GetDamageName())
						end
					end
				end		
				
				--Break joints if it isn't a character.
				if BreakJoints then
					ExplosionTouchPart:BreakJoints()
				end
				
				--If the part is able to fade with explosions, signal it to fade.