What's this mean? Is it just separating the classes so that ExplosionGenerators aren't "projectiles" anymore? Or are we finally gonna be able to call projectiles from ExplosionGenerators, so that we can implement things like gas attacks, fires that last more than one frame, etc.?Changed explosiongenerator to use CExpGenSpawnable class instead of CProjectile.
And, um... I submitted a patch on Mantis, to address a specific issue of interest for many mods (like, um... every mod where gameplay is doing strange things because Lasercannons cannot be told not to bother avoiding Trees). It's not committed yet, and I've posted about it in several places. It's a reeeeeeeaaaally simple, small patch, but potentially a very big deal (think how much faster most mods with Collide/AvoidFriendly are, and apply that to Features, think about maps with a lot of Features... and you get where I'm going), so could I please see it committed sometime?
