Override Target under EMP attack behavior
Overrides a part of the vanilla YR logic for allowing units to use a different weapon if the target is under EMP effect.
In rulesmd.ini:
[SOMETECHNO] ; TechnoType ForceWeapon.UnderEMP=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable

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I'm not sure if we should also force weapon for targets that immune to EMP here. Maybe split that to another standalone weapon filter?