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# Description
I realized only afterwards that there was another place I could have
optimized this, by normalizing the throw vector before we iterate over
every entity on the tile. Which significantly cuts down on what might
otherwise be an internally very complicated step.
# Changelog
No changelog, this isn't player facing, just an optimizing hotfix.
// Before you ask, yes I did actually have to convert the angles to vectors, then add them together, then convert the end result back to a normalized vector.
117
+
// We're normalizing this here and now so that we don't have to normalize it potentially hundreds of times during the next Foreach.
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