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things burn because of a component called burnable. and you would be able to find a function checking for whether the entity is burning under the component. just remember to check for the existence of the component before checking for whether it's burning. as for dealing more damage, if you check the weapon component, the damage can actually be, instead of a number, a function. so you can simply set it as a function that returns a higher damage when the target is burning, and regular damage when it is not.

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