/// Makes a gravity well emit a gravitational pulse and puts it on cooldown.
/// </summary>
/// <param name="uid">The uid of the gravity well to make pulse.</param>
/// <param name="gravWell">The state of the gravity well to make pulse.</param>
/// <param name="frameTime">The amount to consider as having passed since the last gravitational pulse by the gravity well. Pulse force scales with this.</param>
/// <param name="xform">The transform of the gravity well to make pulse.</param>
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
/// </summary>
/// <param name="uid">The entity at the epicenter of the gravity pulse.</param>
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
/// <param name="xform">(optional) The transform of the entity at the epicenter of the gravitational pulse.</param>
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
/// </summary>
/// <param name="uid">The entity at the epicenter of the gravity pulse.</param>
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="baseRadialDeltaV">The base radial velocity that will be added to entities within range towards the center of the gravitational pulse.</param>
/// <param name="baseTangentialDeltaV">The base tangential velocity that will be added to entities within countrclockwise around the center of the gravitational pulse.</param>
/// <param name="xform">(optional) The transform of the entity at the epicenter of the gravitational pulse.</param>
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
/// </summary>
/// <param name="entityPos">The epicenter of the gravity pulse.</param>
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
/// </summary>
/// <param name="entityPos">The epicenter of the gravity pulse.</param>
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="baseRadialDeltaV">The base radial velocity that will be added to entities within range towards the center of the gravitational pulse.</param>
/// <param name="baseTangentialDeltaV">The base tangential velocity that will be added to entities within countrclockwise around the center of the gravitational pulse.</param>
/// Causes a gravitational pulse, shoving around all entities within some distance of an epicenter.
/// </summary>
/// <param name="mapPos">The epicenter of the gravity pulse.</param>
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse. Exists to prevent div/0 errors.</param>
/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
varminRange2=MathF.Max(minRange*minRange,MinGravPulseRange);// Cache square value for speed. Also apply a sane minimum value to the minimum value so that div/0s don't happen.
/// Causes a gravitational pulse, shoving around all entities within some distance of an epicenter.
/// </summary>
/// <param name="mapPos">The epicenter of the gravity pulse.</param>
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse. Exists to prevent div/0 errors.</param>
/// <param name="baseRadialDeltaV">The base amount of velocity that will be added to entities in range towards the epicenter of the pulse.</param>
/// <param name="baseTangentialDeltaV">The base amount of velocity that will be added to entities in range counterclockwise relative to the epicenter of the pulse.</param>