* redid splash damage radial degrade calculations; lasher damage fixed to 6/0 or 2/4 depending on armor; fixed direct hit distance for weapons that act like slash weapons; gave Falcon a valid projectile
* delayed resource silo startup to avoid crash; discovered issue with MAX armor resulting from incorrect manipulation of inventory items during suit transfer
* modifications to consider a specific modifier that exists on some vehicles and armored equipment called Subtract, a DamageProfile that reduces damage due to a set flag; manually controlling damage tick marks rather than relying only on HitHint (from client)
* Tools now have default firemodes (temporary?); ammo gotten from loadouts is always full; loadouts and exo-suits juggle armor values differently on being changed; log messages for damage to players and vehicles
* weapons with one (last) shot need support communicating that one (last) shot
* fixing tests
* correcting the codec for BindPlayerMessage
* changed wording that identifies the damage log entries
* switching exosuit no longer causes butterfingers
* extending exosuit swap armor value changes to infantry loadout changes
* ranges removed from non-vehicle containers
* enabled partial damage functionality to facility turrets
* BindPlayerMessage replacing BattleplanMessage for purposes of depicting the closest AMS spawn point; specific enums in relation to spawning in BPM and SpawnRequestMessage
* rewrote exo-suit switching and loadout switching code, paying extra-special attention for the needs of MAX's
* quick amendment for previous commit
* switching from mount point check to seat checks in VehicleRemover; started refactoring of Cargo functions before realizing how complicated the full effort would be, so these changes are merely wrapping object identification by GUID
* adding a minor server delay to terminal operations