cleanup and a few comments
Revert "Remove legacy Quake bbox expansion: projectiles" This reverts commit bf1d64ebc5c2867b079a0bfa09f448f076d6be01.
Remove legacy Quake bbox expansion: projectiles All the "zero size" projectiles now need a size so they can trigger a warpzone's touch func. Prevously DP gave most of them mins '-1 -1 -1' maxs '1 1 1' for the purpose of those tests (but not all tests). Because of that these projectiles now need a different way to avoid colliding with each other. Comparison of the `clipgroup` field is used as DP_RM_CLIPGROUP will make this more optimal for performance and is also implemented in QC here for compatibility with old DP versions.
Fix decals not appearing when a projectile with 0 size (blaster, crylink, hagar) hits a surface with a small angle. This fix also improves the previous fix for the same issue for hitscan weapons (1db2592) Now the w_backoff factor is 2 for all weapons, except for the hook (-2) whose bomb explodes slightly below the floor
Remove a redundant check, already performed before wr_aim execution
Bot AI: improve bots aim by requiring they aim at the target (with some tolerance) before starting to shoot (bot_ai_aimskill_firetolerance is now enabled by default). It fixes bots often missing the first shot right when they get a new target if they were aiming in a different direction To make work bot_ai_aimskill_firetolerance with all weapons, fire tolerance is now raised for specific attacks that don't require too much accuracy, e.g. shotgun and devastator attacks
Bot AI: improve remote rocket detonation. It fixes bots detonating rockets prematurely and dealing less damage. This new damage prediction algorithm takes into account self damage, team damage and damage modification factors of strength and shield powerups
Bot AI: improve rocket guide with the devastator
Bot AI: fix bots randomly refusing to shoot with the devastator
Clean up devastator aim code
Numerous enhancements to the new status effects system, split powerups into a dedicated mutator
Experimental status effects system: general backend for buffs and debuffs networked to the client
Attach muzzle effects to weapon data instead of trying to send it for each muzzle flash, reduces bandwidth consumption of CSQC muzzle flashes and fixes potential for mismatching muzzle flash models
Don't multiply shot direction by 1000 in each case, fixes strange flashes appearing around the map
Move muzzle flash model handling to the client side
Merge branch 'master' into Mario/csqc_muzzleflash
Fixes the invincible portion of #2422 "target_items issues"
Show the particle effect of the muzzle flash at the gun's actual muzzle position on the client side
Merge branch 'martin-t/AMMO' into 'master' Rename misleading const, fix overkill See merge request xonotic/xonotic-data.pk3dir!692
Fix g_rocket_flying_disabledelays (below 0 means proximity, not instant)