* fixed about half of the unworking tests, and commented out one
* stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird
* reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern
* while it's still a dice roll, all tests currently implemented are capable of passing
* deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy
* boomers are no longer owned if the trigger is dropped (how long has this been not working?)
* redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy
* redid combat engineering explosive logic
* redid (cleaned-up) implant logic
* implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate
* renaming methods; progress bar calculations change
* accounting for implants that are in the act of being initialized