Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided
Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget
In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself
In a test case of 500 guns this saves about 0.5ms/frame