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Projectile refactoring madness #19878

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FluffyGhoster
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Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.

@FluffyGhoster FluffyGhoster added ⚠ High Risk Reasonable chance of causing many or high-severity bugs. Test Merge Candidate The PR is eligible for test merging. labels Sep 10, 2024
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!review

@NonQueueingMatt NonQueueingMatt added this pull request to the merge queue Sep 23, 2024
Merged via the queue into Aurorastation:master with commit c24b4c7 Sep 23, 2024
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@FluffyGhoster FluffyGhoster deleted the projectile_madness branch September 23, 2024 13:45
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Awaiting Merge ⚠ High Risk Reasonable chance of causing many or high-severity bugs. Refactor Test Merge Candidate The PR is eligible for test merging.
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4 participants