Adjust range marker colors.
Give burn splash damage a value, period and radius of its own. Increase range and damage.
Remove knockback from selective radius damage, since damage that spares one team is most likely not based on kinetic energy.
Give misslie in-flight damage a radius of its own. Don't apply time based power reduction to it.
Remove some unused definitions in unvanquished.h.
Rewrite time-based missile damage modification code and make the flame thrower use it differently.

The flamer doesn't use flight damage anymore. Its hit damage halfes linearly during its lifetime,
its splash damage doubles. Damage, fire rate and ammunition values of the flamer have been adjusted.
Splash damage isn't dealt when the projectile dies.

This is an attempt to make flame thrower damage more predictable as the previous approach had a lot
of unlogical and hard to control side effects. The flamer now deals 50-100 dps (based on distance)
to a single target on hit and can fire 30 seconds. While this is below the 150 dps of the painsaw,
the power to ignite buildables and the splash damage and higher range make it similiarly useful for
attacking bases. The improved fire rate and increased splash damage on distance make it more useful
against small aliens without making it significantly stronger against bigger classes. Self-damage
remains unchanged.

Time based damage reduction for the lucifer cannon and pulse rifle have been disabled.