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Allow beams to do energy leeching #6377

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@Baezon Baezon commented Oct 1, 2024

I considered having shockwaves do this too, but having "esuck" missiles suddenly start draining double the amount is probably not a good idea... so a problem for later.

Additionally, this removes the Beams_use_damage_factors check from shiphit_get_damage_weapon, the purpose of that function is to return the wip_index of the provided object, not to withhold it based on a specific usage. All locations in the code where this would be relevant already check this flag, or have been made to do so by this PR (indeed some unrelated feature, like "vampiric" have been inadvertently trapped behind this flag as a result).

@Baezon Baezon added enhancement A new feature or upgrade of an existing feature to add additional functionality. gameplay A feature or issue that can significantly impact gameplay Waiting for Stable Marks a pull request that is to be merged after the next stable release, due to a release cycle labels Oct 1, 2024
@@ -2721,16 +2714,19 @@ static void ship_do_healing(object* ship_objp, object* other_obj, vec3d* hitpos,
}

// if the hitting object is a weapon, maybe do some fun stuff here
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If you changed the other comment, you should change this one too IMO.

@Goober5000 Goober5000 removed the Waiting for Stable Marks a pull request that is to be merged after the next stable release, due to a release cycle label Oct 28, 2024
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