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This PR changes most of the Process() life calls to use seconds_per_tick, making them "Tick Invariant". Meaning the amount of something that happens over time will happen at the same rate regardless of server lag. I have only barely tested this to make sure nothing crashes, mostly verifying that the game's damage systems still work. This should probably be test merged before actually merging it to the repo.

@VMSolidus
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!review

@VMSolidus
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closing this because I actually need to touch waaaaaay more things to make this work, this PR fundamentally breaks pain because pain was never designed with only doing half of something in half a second in mind.

@VMSolidus VMSolidus closed this Oct 26, 2025
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