question: @ SuppressWarnings ( { "rawtypes" , "unchecked" } ) protected void affectEntitiesWithin ( ) { float diameter = explosionSize * 2.0F ; int i = MathHelper . floor_double ( explosionX - ( double ) explosionSize - 1.0D ) ; int j = MathHelper . floor_double ( explosionX + ( double ) explosionSize + 1.0D ) ; int k = MathHelper . floor_double ( explosionY - ( double ) explosionSize - 1.0D ) ; int l1 = MathHelper . floor_double ( explosionY + ( double ) explosionSize + 1.0D ) ; int i2 = MathHelper . floor_double ( explosionZ - ( double ) explosionSize - 1.0D ) ; int j2 = MathHelper . floor_double ( explosionZ + ( double ) explosionSize + 1.0D ) ; List list = worldObj . getEntitiesWithinAABBExcludingEntity ( exploder , AxisAlignedBB . getBoundingBox ( ( double ) i , ( double ) k , ( double ) i2 , ( double ) j , ( double ) l1 , ( double ) j2 ) ) ; Vec3 vec3 = Vec3 . createVectorHelper ( explosionX , explosionY , explosionZ ) ; for ( int k2 = 0 ; k2 < list . size ( ) ; ++ k2 ) { Entity entity = ( Entity ) list . get ( k2 ) ; double d7 = ( scalesWithDistance ? entity . getDistance ( explosionX , explosionY , explosionZ ) / ( double ) diameter : 0.0D ) ; if ( d7 <= 1.0D ) { double d0 = entity . posX - explosionX ; double d1 = entity . posY + ( double ) entity . getEyeHeight ( ) - explosionY ; double d2 = entity . posZ - explosionZ ; double d8 = ( double ) MathHelper . sqrt_double ( d0 * d0 + d1 * d1 + d2 * d2 ) ; if ( d8 != 0.0D ) { d0 /= d8 ; d1 /= d8 ; d2 /= d8 ; double d9 = ( double ) worldObj . getBlockDensity ( vec3 , entity . boundingBox ) ; double d10 = ( 1.0D - d7 ) * d9 ; float amount = ( damage == 0.0F ? ( float ) ( ( int ) ( ( d10 * d10 + d10 ) / 2.0D * 8.0D * diameter + 1.0D ) ) : damage * ( float ) d10 ) ; if ( entity . attackEntityFrom ( getDamageSource ( ) , amount ) && isFlaming && ! entity . isImmuneToFire ( ) ) { if ( ! scalesWithDistance || rand . nextFloat ( ) < d10 ) { entity . setFire ( burnTime ) ; } } double d11 = EnchantmentProtection . func_92092_a ( entity , d10 ) ; entity . motionX += d0 * d11 * motionFactor ; entity . motionY += d1 * d11 * motionFactor ; entity . motionZ += d2 * d11 * motionFactor ; if ( entity instanceof EntityPlayer ) { affectedPlayers . put ( ( EntityPlayer ) entity , Vec3 . createVectorHelper ( d0 * d10 , d1 * d10 , d2 * d10 ) ) ; } } } } }
target:  Affects all entities within the explosion, causing damage if flagged to do so