* adjusted target selection to account for volumetric geometry, hopefully collecting more targets than before; additionally, utilize previously allocated local sector to reduce the target scope; combined mappings to reduce passing over those same results
* reactivating maelstrom availability; restore damage dealing potential to the maelstrom grenades; changing damage profile to 'no radial degrade'
* reactivating oicw availability; no more discrepancy checks on secondary projectiles; code for maelstrom chain lashing
* might have actually fixed oicw little buddies
Players would strafe without input after mode switches (gmtoggle) or zone transitions
when moving during the transition. The client was receiving stale velocity data in
PlacementData, causing it to restore phantom input state.
Fix: Always send None for velocity in player ObjectCreateDetailedMessage packets.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: 2revoemag <2revoemag@users.noreply.github.com>
Co-authored-by: Claude <noreply@anthropic.com>
* reverse order of protocol so that the avatar state (normal, csr) is checked first and then it calls back up to the specific avatar to perform the action
* reusing prior logic
* changed progress of damage inherit from 4->3->2->1->0 to [4,3,2]->1, 1->0
* local zone maintains information about weapon fire capability per faction
* map reload by faction to represent a change in weapons fire permissions via LMM
* changing to square distance during mine checks; repeating entity geometric distance check function
* added separate trigger radius rules for players and vehicles
* initial workings for a csr/gm player mode
* weird line removal after merge
* too many changes and refactors, but the code compiles properly; need to push these to the repo and sort out issues with it all later; hopefully, nothing has changed except for the csr stuff
* extensive changes to mode logic for refactoring and functionality improvements, especially for accommodating csr spectator mode
* csr's may now see players who are spectating, including csr's who are spectating, including a wide variety of their behavior such as location, weapon management, etc.; removes zoning cancel messages as a required log from certain use item actions
* corrected various issues identified in the comments of PR#1247
* restored killed->autorevive functionality; removed last traces of old door code from general operations
* knife stab corrected; spitfire turret corrected; blockmap interactivity using zone interaction allowance flag; visibility during resurgence code for csr; removing messages and experience gain for interactions with csr
* pruning imports and correcting the default spectator setting
* separated router/telepad activity from other vehicular activity, previously all considered a form of mounting/dismounting, and restored support experience rewards
* can not activate or deactive spectator of gm when dead; zoning while spectator removes spectator and defaults to sanctuary
* field turrets are neutral-neutral when constructed by a csr; custom bang command 'setempire' will adjust the faction affiliation of a variety of game objects
* fixed facility occupation recognition
* when transitioning between player modes, do not parse new messages about transitioning between player modes, until fully transitioned between player modes