id1
- errors in builtin declarations (findchain_*tofield), which freaked fteqcc out somehow

id1/frikbot
- straightened out borking of frikbot due to deathcam/bodyque logic (cause was unhandled MOVETYPE_FOLLOW in bot physics)
- fresh bodyque spawns seeed to mess with RadiusDamage iteration (now they don't take damage immediately)
- put RadiusDamage on separate .chain for more stability (just in case)
- shotgun shells in dm disappear real quick