fix: ragdoll knockback is lowered across the board
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@@ -194,7 +194,7 @@ func _shoot_hitscan() -> void:
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damage = lerpf(base_dmg, min_dmg, falloff_factor)
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if result.collider.has_method("apply_impulse"):
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result.collider.apply_impulse(pellet_dir * 8.0) # Apply strong physical force for ragdoll
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result.collider.apply_impulse(pellet_dir * 2.5) # Apply strong physical force for ragdoll
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if result.collider.has_method("take_damage"):
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result.collider.take_damage(damage, result.position, player)
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