public static bool Impact(Projectile_DoomsdayRocket __instance, Thing hitThing)
        {
            Map map = __instance.Map;

            Projectile_Patch.Base_Impact(__instance, hitThing);
            GenExplosion.DoExplosion(__instance.Position, map, __instance.def.projectile.explosionRadius, DamageDefOf.Bomb, Projectile_Patch.launcher(__instance), __instance.DamageAmount,
                                     __instance.ArmorPenetration, null, Projectile_Patch.equipmentDef(__instance), __instance.def, postExplosionSpawnThingDef: ThingDefOf.Filth_Fuel,
                                     intendedTarget: __instance.intendedTarget.Thing,
                                     postExplosionSpawnChance: 0.2f, postExplosionSpawnThingCount: 1, applyDamageToExplosionCellsNeighbors: false, preExplosionSpawnThingDef: null,
                                     preExplosionSpawnChance: 0f, preExplosionSpawnThingCount: 1, chanceToStartFire: 0.4f);
            CellRect cellRect = CellRect.CenteredOn(__instance.Position, 5);

            cellRect.ClipInsideMap(map);
            for (int i = 0; i < 3; i++)
            {
                IntVec3 randomCell = cellRect.RandomCell;
                DoFireExplosion(__instance, randomCell, map, 3.9f);
            }
            return(false);
        }
 private static void DoFireExplosion(Projectile_DoomsdayRocket __instance, IntVec3 pos, Map map, float radius)
 {
     GenExplosion.DoExplosion(pos, map, radius, DamageDefOf.Flame, Projectile_Patch.launcher(__instance), __instance.DamageAmount, __instance.ArmorPenetration, null,
                              Projectile_Patch.equipmentDef(__instance), __instance.def, __instance.intendedTarget.Thing);
 }