* adding entity to represent force dome, and wiring force dome to capitol facility; touching the force dome while it is active causes death on both server and client
* force dome is now an amenity owned by its encompassing capitol facility and has its own control agency that is aware of the faction affinity, hack state, etc. conditions that would cause it to close over or open up
* force dome messages owner about change in state, triggering the NTU silo to give away repairs for free; activating the force dome kills or destroys all enemies within its radius
* the force dome exhibits a perimeter in which enemies will be destroyed when it energizes; the facility generator will become undestroyable when the force dome is energized
* force domes should be on the zone blockmap; correct issue with force dome death; interaction that sets players found under the force dome to be invulnerable works
* wrote variable and method documentation; prepared interaction handlers for force domes for mountable (vehicle) targets
* force dome provides damage protection to certain amenities, e.g., the generator, the turrets, and any implant machines (cryo); force dome will also suspend hacking attempts under it's envelope, but counter-hacking (resecure) should still be possible; operated turret deployables gain protection while manned; turrets no longer share knowledge of each other's upgrade cycles
* csr-level commands for force dome manipulation
* extending the force dome protection over a variety of entities in a different manner, with a focus on how to perform state reset (dismounting and dome protect end); completely refactored and reworked the self-reported zone interaction timer for vehicles; separated passenger seat mounting from gunner seat mounting
* adjusted self-reporting zone interaction logic; allowed for status of mounting into turret entities; made routine mounting behavior callbacks
* streamline pass on the vehicle operation and aaccountability
* expanded scope of 'csr override message for Capitol force dome state; spelling and guard condition changes to dismount blocking cases
* corrected death by force dome contact, for all players; corrected reset of force dome protection field condition
* corrected input data to force door wall inclusion test; adjusted force dome ceiling inclusion test(s); force dome generator locations now retained; invulnerability can not be granted to players or vehicles if they've taken damage recently
* proper reset sequence handling, with an added small refactor to the marshalling process
* reset sequence at 0x8000, but only when retrieving a new sequence number; caching common flag values when marshalling packets
broadcast TimeOfDayMessage to all players in the zone
fix input allows single minute digit times (0:0)
fix set time(speed) before packet creation
fix GetTimeOfDay return seconds, not millis
fix SetTimeOfDay write correct integer type
corrected packet decoding
added helper functions
added zone logic to store and access local time
updated zoning logic to use local zone time
added chat commands to change zone local time and time speed
* conditions where infantry suffer only armor damage until it is depleted (not just as a max); valid for spitfire damage and collision
* no bonus damage on armor depletion