There's a time for both approaches, and ultimately it depends on the situation... which in this case mainly means "how complicated is the core netcode for the game?" i.e. anything that has to be done server-side, which will include triggers, shots fired etc and maybe or maybe not physics (if it isn't going to cause persistent inconsistencies to run physics client-side then you probably might as well do that).
In college CS classes and when you're learning to program in general, they always tell you not to reinvent the wheel. Then you get to the real world and find out that sometimes that wheel is termite-infested, doesn't quite fit your axle and maybe it's not even really round, so it might have been easier to reinvent the wheel anyway.
Well, it's not always that bad - it depends on the quality of the library/code you're working with. But you can usually tell when it's kind of shoddy, and Descent is definitely on that borderline. So, I'd lean towards the Icewolf method if it's not too big an undertaking to ever be finished (definitely a consideration!). If it is, then go the JinX/Hawkins method, cross your fingers, and pray really hard that it works
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