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Summary
None
Purpose of change
As part of my another PR (will be pushed in the future) i had to revisit the code for ammo effects, and boy if it's old, so i had to update it, and throw a few additions
Describe the solution
Notable stuff:
Moved aoe fields, trail fields and spells to array notation, so now you can define multiple fields/trails/spells to be fired in one effect
Removed
check_seesandcheck_sees_radiusfields, i blamed them back to the ancient Adds launcher that fires heavily modified mininukes, #4253, and still failed to understand why nukes needed their field radius spawn decreased if player sees it. "i see, therefore nuke_gas spread less"Added aoe_effects to apply effects on all creatures in radius
Removed many of ammo_effect::check() since they are now checked on loading, using our new cool bound_readers
Moved some stuff in header for padding purposes
Switched to use points_in_radius_circ instead of points_in_radius, so that effects will spawn fields in circles, not in rectangles
Testing
Tested quite extensively as part of that future PR, everything seems to work
Additional context
Liquid attacks probably need to be updated to work with monsters, or at least to be applied to all NPCs, from code it looks it checks the avatar no matter what