Allow bypassing adernaline damage reduction for entities that deal damage
Due to the way etj_noFatigue works, entities which inflict damage, have their damage halved. This means that most of the time, if a mapper wants an entity to deal e.g. 50 damage, they will have to set the damage value to 100 instead. This creates a problem, where the map now behaves differently depending on if it's played with etj_noFatigue enabled or disabled.
We can't straight up change the way etj_noFatigue works, because changing it has massive potential of breaking existing maps (and arguably if we think back to ETPro trickjumping, constant adrenaline was the norm, meaning damage was always halved too, which means that this is the way it should work). However we could add a way to make the damage consistent on a per-map basis via worldspawn key for example. Another option would be to add a new damage flag that can be set by entities, to bypass damage reduction from adrenaline.