Changes to 0.1.5.2

- Removed flashlight loop, it doesn't work properly in MP.
- Finally fixed machine gun hatchets.
- Automatically gives a melee 'mag' if you don't have one.
- Removes goggles from starting players
- All chemlights changed to A3 Chemlights instead of custom ones
- Chemlights aren't so common anymore.
- 2 Green Chemlights, Compass, and Watch added to starting loadout.
- Switching models will no longer kick you from your group.
Extra changes to 0.1.5.2

- Fixed logging out issue
- Both Secondary and Primary mags will save. Sadly, primary mags can
only save IF you have your primary weapon out. If not, the primary mag
will not save. This is due to missing scripting commands and will be
fixed when they add one. Mags save across models but the same issue can
occur.
- Utilities should now be directly equippable right after spawning.
(Maps, compasses, etc).
- Added more security to removing items from zombies.
- Weapons in backpack won't duplicate and overwrite equipped weapons
anymore.
- Morphine fixed.
- Added Survival Med. Pack
Added Survival packs to loot tables

3% at Hospital and 5% at Military
Fixed error on startup
Survival packs must spawn as weapons
fixed typo

Turns out I can't fix 'Take Toolbox' or whatever. Just don't use that
option.
Addons and Adjustments

- Fixed SurvivalPack spawning so it doesn't attempt to spawn ammo
- Added Scar L, Scar L Holo, Scar H CCO, Scar H CCO SD. The Holo and CCO
SD do NOT spawn with ammo. :) Just cause I'm evil.
- If the group menu is open, it should close if delete is pressed
(instead of reopening it).
Removed unneccessary code with gutting
May have fixed getting stuck in tent
Merge pull request #2 from Pwnoz0r/master

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