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Added damage multiplier to attributes.
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Why gate behind
GG.ATT_ENABLE_DAMAGE
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I wasn't so sure about paying for the extra original damage caching, and then iterating over the table to set the weapon damages for every armour class, every time something changes. A better solution could be to split the update functions into different types of changes for weapons, so that everything doesn't get updated when only reload time changes.
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Perhaps just
if damageMult ~= 1
? Splitting also sounds good.