corpse detection
0.6.0.5.3 Official
Merge remote-tracking branch 'origin/revolucas-update'

Conflicts:
	scripts/xr_corpse_detection.script
Merge pull request #2 from revolucas/master

0.6.0.5.3 Official
wip

0.6.0.5.3 + tweaks:

1. addition of device_flashlight and device_headlamp_dummy to traders
2. weapon damage tweaks
3. some changes to ai tweaks configs
4. changes to m_stalker vision (made same as for veteran profile)
5. disabled psy storm & fallout
fix of xrs_random_loadout

Major lowering of ammo counts to work with unlimitted ammo.
futher fixes and tweaks

1. tweaked rx_gl freq
2. changed npc vision somewhat (made profiles work same as aluns main
changes)
3. rebalanced some prices (detectors, attachements - stil wip)
4. rebalanced knife damages (I think we're getting to final - still need
to chenge ammo multipliers to fix UI dam display)
5. made kevlar and plate aa also protect from bleeding
6. added back the blackout effect to medkits and other items (just
temporarly)
deletion of left over class_diversity\..\textures
futher fixes and tweaks

1. addition of missing player_ids to axr script configs (sr_lamp,
sim_squad_scripted)
2. made all player_ids loot mutant bodies
3. rebalanced prices for monster items (made more expensive)
4. rebalanced time of working and prices for some drugs (primarly made
long-lasting drugs more expensive & even more long-lasting
5. made all food and alcohol types cheaper across the board
6. made all ammo types cheaper and significantly more available at all
stages of trade
full implementation of new food items

new items added everywhere + entire nutrition system rebalanced and made
kcal-based
futher tweaks

1. finazlized implementation of food:
- changed kcal unit description to 'kcal eq.'
- fixed nutrtion values for non-food consumable types.
2. slowed down hunger rate for all classes
3. made stimpacks default items for quick-use slots
4. made all armors get worn slower from all physical sources by ~33%
fix for items_drugs

some changes to this file where missing for class_diversification
iterations
final tweaks

1. made mutant meat 2x more propable to be found in loot
2. made NPCs detect corpses at longer range
fix of crashing due to death_lood_settings

bad config: min cannot be ever higher than max
v0.6.0.4.1

1. fixed actor_effects_data_script 5 min 'time forward'
- removed time forward from food items
- moved time forward to the middle of the blackout to make it
unnoticable
- added 5 mins additional duration to all 'long usage' items to make the
work properly with time forwarding
2. copied over older version of sim_squad_scripted.script which has
propably fixed the crash with sound_theme.script line: 298
3. rebalanced remaining consumables beside food:
- made all smoke items take away tiny bit of health
- made all smoke items give proper nutrition and anti-rad bonus
- prolonged effectivness time 2x for all long-lasting drugs (there
should finally be a point for using them)
4. made both bartenders buy all stuff at significantly bigger price from
the player (makes economy somewhat less strict)
5. incresed quantity of 'meat' items found on all mutants 2x and
increased decay time
6. made NPCs more resiliant to mutant attacks and dealing more damage to
them via rx_facer (mellee attack)
7. made all types of danger.objects dependant on is_heavy_rain and
is_rain condtions
8. decreased the always_visible distance for corpses again
9. tweaked NPCs vision time_quant and rebalanced it across all rank
profiles
10. made tushkano's mostly silent mutants
11. made bloodsucker, dog, pseudodog and snork squads statistically less
numerous
12. tweaked all medic's payment for services:
- 'physical treatment' costs 1850 RU and heals damage but does not heal
radiation
- radiation healing costs 1480 RU
13. changed medic dialogs to support above tweak
v0.6.0.5.5_QUICK_FIX

1. temporarly disabled mutant looting by NPCs
2. in connection to above decreased mutant decay time by 2x
3. fixed item setting for assaulter character class - old versions where
present there
Revert "v0.6.0.5.5_QUICK_FIX"

This reverts commit 0929ba8039e4824c6176216224e86ec530843995.
v0.6.0.5.5_QUICK_FIX#2

1. temporarly disabled mutant looting by NPCs
2. in connection to above decreased mutant decay time by 2x
3. fixed item setting for assaulter character class - old versions where
present there
v0.6.0.5.5_QUICK_FIX#3

Finalization of nutriotion system:

1. removed health penalty for cooked mutant meats
2. halved health penalty for raw mutant meats
3. removed nutrition penalty for alcohol items and added small bonus
instead
4. increased alcohol cost slightly
5. lowered nutrtion bonus for all smokes

Fixes:

6. Added missing name and description for coocked pseudodog meat
futher tweaks of QF#3

- fixed icon for mint item

- made all traders pay more for everything
- made all traders buy their 'specialities' with greater bonus (ex.
scientiscs all techno stuff)
- siginificantly increased all consumables supply for all traders at all
progresion stages
- made bartenders sell cooked mutant meats at cheaper price