* 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
* 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