* preparations for deploying oicw little buddy projectiles
* oicw little buddy projectiles spawn and animate properly, but damage dealing is inconclusive
* radiator clouds cause damage to infantry health
* oicw little buddy projectiles do damage upon detonation; different descent pattern; projectile types given own Enumeration
* proximity terminals for vehicle actions no longer need to use the vehicle event system as a middleman for making changes
* redid the workflow of the proximity terminal resolution so that it avoids SessionActor as much as is possible; this may be a mistake, but my future self will pay the price instead
* changed the timing and the angles of the little buddy explosions; fixed proximity terminal tests
* preliminary elements needed to battle frame robotics; mostly from previous branch
* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm
* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types
* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form
* crouching improves shield regeneration
* some projectiles damage the bfr regardless of its shield
* delay the final vehicle explosion; start of vehicle subsystems
* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's
* control agency support for vehicle subsystems for arm weapon fire control
* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain
* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default
* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent
* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase
* the bfr armor siphon works
* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles
* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support
* battleframe loadouts available upon vehicle spawn (vs and tr only)
* adb values for siphons; subsystem update message; some repairs
* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary
* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs
* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions
* changed the triggers for the stamina regeneration timer
* potential fix for issue related to finding arm weapon mounts
* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later
* commit while working on subsystems mk2
* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too
* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied
* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
* initial spiker logic for charging mechanic; it's functional but doesn't work exactly by the numbers say it should
* no damage degrade for radial damage; charge mode features, including damage on the projectile and fire mode on the weapon; the Spiker's damage output is pretty close to accurate
* ammunition drain timer works correctly; no need for the progress completion function; new formatting sucks
* dial back on fire mode changes; stop excessive weapon discharge case; comments
* master merge; test fix (when did it change?)
* test repair; fixed unintentional side-effect of instantiation of StanDamProf