Define the presentation for a resolved shot. Base spawns the surface impact and flies the
tracer for every pellet, then plays Sandbox.BaseWeapon.AttackSound, fires the holder's "b_attack"
gesture and runs Sandbox.BaseWeaponModel.OnAttack(System.Nullable{Vector3},System.Nullable{Vector3}) on the shown model (muzzle flash,
brass) - those are skipped for Sandbox.BaseWeapon.ShotEffect.NoEvents pellets, which share the lead
pellet's. Call it when you override. Runs on every peer that should see the shot.