Changes for GMDX v9 Jobesky's Difficulty Tweaks by RoSoDude

#### v2.0 ####
-Random ammo pickup counts on pawns and corpses initialized on first map load, rather than on loot so as to not encourage savescumming
	-Count transfers from pawn -> corpse as well as pawn -> weapon or corpse -> weapon for exploded pawns/corpses respectively; corpse -> weapon would previously result in 0 ammo due to a bug
	-Most weapons drop 1-4 as before, hardcoded counts remain hardcoded
	-Will not take effect if the player uses cheat commands to enter a map. Entering any area normally will rectify this.
-Drastically reduced the degree to which items (weapons, pickups, and ammo) are knocked around by explosive damage so you have a chance of finding scattered loot
-Changed rubber bullet damage from 13/19 -> 18 for the Assault Shotgun and Sawed-Off Shotgun respectively (description wrongly claimed 12)
	-Now properly obtain damage bonuses from weapon skill, Targeting aug, and damage mods (was previously LOCKED to 13/19)
	-Added +15% damage bonus for rubber bullets to the Sawed-Off to act additively with other damage mods
	-Range mods now increase the speed of rubber bullets as they do with other projectile weapons
-The stealth pistol will no longer have drastically reduced rate of fire after switching ammo types when the full auto mod has been installed
-The inventory overlap exploit has been fixed, meaning you can no longer successively overlap items to get them to stack one atop the other (fix includes weapon mods now)
-Fixed bugs related to ammo count display in frob window
-Regeneration energy drain increased from 160 to 200
-Spy Drone energy drain increased from 115 to 130
-Weapon mods nerfed from 3.5% to 3.0% each and also done in a better way
-Laser Mod nerfed
	-Now randomly wavers based on current accuracy. Similar to Shifter, except the laser dot has a 1st-order proportional decay back to the center so it doesn't feel awful
	-Laser dot reinitializes in a random spot in your accuracy cone (er... box) when you turn on the laser
	-Laser dot now "kicks" within your accuracy box depending on the weapon's recoil stat. No more pinpoint accurate Assault Rifle bursts on Untrained
	-Laser dot disappears during reload cycles
	-Laser dot size increased by roughly 15% to help with targeting with a wavering laser, any larger would look totally ridiculous
-Fixed a bug where laser dots would remain on map transition
-Reworked wearable items. Picking one up adds the pickup's charge to your current wearable's charge -- if this charge exceeds 100%, one copy is added to the stack and the overflow is given to the top item
	-This removes the exploit where you could infinitely recharge any wearable with swapping shenanigans so long as you had at least 2
	-You still cannot exceed 1/2/3/4 copies in the stack (so picking up a wearable when at maximum copies just recharges the wearable)
	-You can now drop wearable items while active (they will automatically deactivate)
	-Dropping a wearable item drops the top one on the stack (which will be the only one that may have less than 100% charge)
	-Using a Ballistic Armor/Hazmat Suit/Thermoptic Camo when another is already active will automatically deactivate the other and activate the new one
	-Rebreathers now recharge only 10% for each biocell applied
	-The inventory UI will now display the correct recharge amount (used to say 15% for all when most are 30%)
	-The current charge of wearable items is now displayed in the frob window
	-Fixed not being able to pick up wearables from carcasses when at max copies but below max charge (now charges them to full, as with picking up from the world)
-Added some randomization of crate contents with the following stipulations:
	-Each item in the loot table has a certain chance to drop which is determined by the actual amount of crates containing that item in all of the maps
	-Loot tables are organized into "lots" which group items by relative value and use case so as to not unbalance locational rewards and playstyle support
		-i.e. 762mm ammo can get swapped for .30-06 ammo and shotgun shells, but never 10mm ammo
	-Lots: pistol/rifle/nonlethal/anti-robot/heavy/explosive ammo, as well as medkits/biocells, lockpicks/multitools, wearables, and miscellaneous pickups (e.g. flares/fire extinguishers)
	-Crate contents are randomized on first map load only so as to discourage savescumming
-Box of WP rockets in Sam Carter's cabinet in the second UNATCO visit moved back so the cabinet can be opened
-(Sorta) Fixed exploit that allowed the player to double activate Smuggler's laser trap, causing the robot door to close
-Hong Kong Shop Changes:
	-Flare darts 200 -> 400
	-2 Throwing Knives 350 unchanged
	-Rebreather 1500 unchanged
	-Prod Charger 200 -> 250
	-STOP + NUKE software 500 -> 625
	-Medkit 320 -> 400
	-ROF mod (was Silencer mod) 2500 unchanged
	-Lockpick + multitool 920 -> 1000
-Paris Shop Changes:
	-2 tech goggles 200 -> 550
	-Damage mod (was Full-auto mod) 2500 unchanged
	-Lockpick + multitool 600 -> 1000
    	-3 prod batteries 450 -> 750
	-2 medkits 625 -> 775
	-2 biocells 375 -> 525
-Reverted skill costs:
	-Environmental Training 900/1800/3600 -> 750/1500/3000
	-Demolitions 750/1500/3000 -> 625/1250/2500
	-Pistols and Rifles 1400/2800/4100 -> 1350/2700/4050
	-Lockpicking and Electronics 800/1600/3200 -> 750/1500/3000
	-Swimming 700/1400/2800 -> 675/1350/2700
-Perk cost changes:
	-Locksport 325 -> 500
	-Cracked 325 -> 500
	-Focused: Heavy 250 -> 200 (it sucks)
	-Focused: Pistol 150 -> 250
	-Focused Rifle 200 -> 250
	-Perfect Stance: Pistols 250 -> 300
	-Biogenic 175 -> 225
	-Misfeature Exploit 125 -> 175
-Added some randomization of NPC loot with the following stipulations:
	-Common enemy types have a chance to have some extra loot determined by loot tables
	-Loot tables include consumables, credits, wearables, grenades, (more valuable stuff is rarer)
	-Wearables come at 2 biocells worth of charge (now true of handplaced wearables in inventories as well)
-Widened range of random ammo box variation from 50-100% to 25-100% of full count
	-Now done on first map load as well to prevent savescumming
	-Now includes crates and weapons on the ground
-Wearables in the world and in crates are now randomized between 60-100% of full charge on first map load
-Death sound radius increased from 14ft to 21ft (was roughly 31ft vanilla) to punish overly dominant lethal stealth tactics. Remember, a nonlethal takedown is always the most silent way to eliminate resistance
	-Animal and robot death sound radius reduced from 20ft to 14ft to more closely match the vanilla ratio with human NPCs
	-These overall reductions compared to vanilla are countered by increased enemy hearing radius on higher difficulties
-Added automatic energy drain of 20 bpm (vanilla cost) whenever Microfibral Muscle is used to carry a heavy object
-EMP grenade base damage reduced by 25% when used by the player
-The pistols skill starts Untrained in the beginning of the game (1350 less skill points)
-Fixed one of the ATM accounts in the 'Ton second visit having a password that didn't match the datacube outside
-Smuggler's bots are always hostile, even if you've already met him (previously would be friendly on visit 1/2 if already met)
-Renamed Prod Chargers to Prod Batteries
-Fixed left click frobbing weapons not putting them in your hand

#### v2.1 ####
Fixed incorrect ammo pickup counts appearing in the log

#### v2.2 ####
-The amount of ammo picked up from all sources is now displayed in the log, e.g. You found some 10mm Ammo (5)
-Fixed missing articles in item log messages (e.g. Picked up SOME taser darts)

#### v2.3 ####
-Fixed bad new ammo count randomization formula leading to much less ammo than intended
-Fixed leftover abstract objects from crate randomization visible as a bird icon on map origin

#### v2.4 ####
-Corpse credits are now randomized between 25-100 credits
-Corpse wearables are now randomized between 1-2 biocell charges

#### v2.5 ####
-Fixed Assault Shotgun double-firing with maxed ROF on full-auto after switching ammo types
-Removed test code for NPC grenade throws that could spawn fire extinguishers
-Fixed decorations and pickups annihiliating one another when colliding due to bad physics damping code
-Medkit heal scaling changed from 15/25/40/50 to 15/20/30/50
-Base Spy Drone EMP attack damage decreased from 50/100/175/250 to 40/80/140/200
-Spy Drone energy drain increased from 130 upm to 180 upm
-Fixed MJ12 Elite loot tables not going into place for MJ12 Troops hacked into Elites
-Regeneration energy drain increased from 200 upm to 300 upm
-Added some randomization of weapon mods:
	-Same as crates with loot tables governed by in-game distribution, but encompassing weapon mods in crates AND in the world.
	-Lots: Handling (accuracy/recoil/range), Ammo (clip/reload)
-Headshot modifier reduced from x5->x4 on lethal damage, x5->x3 on nonlethal stun damage
-Fixed damage done to the four "corner" wedges on the head counting as torso damage for some unfathomable reason (GMDX fixed the multiplier, but still counted as torso damage like vanilla)
-Further widened range of random ammo box variation from 25-100% to 10-100% of full count
-Added user specification in the config for loot tables? Maybe?
-Added a 5% chance to spawn nothing on all crate content lots except medkits/biocells (10%) and weapon mods (0%)
-Added more random food/credits to some NPC loot tables
-Fixed near 100% chance to receive rebreathers from NSF terrorists (debug code), reduced scuba diver extra loot chance from 100% to 20%
-Reworked GMDX hack to randomly increase 15%->20% lock strengths 30% of the time to only happen on the first map load, properly affect any double doors
-All locks between 15-35% lock strengths now have a 30% chance to increase by 5%
	-Same for hackable devices
-Medbots and Repairbots now cost 50 credits to use
-Decreased pistol base accuracy from 62.5% to 57.5%
-Enemy health changes:
	-NSF all healths from 95 to 100 (all difficulties)
	-Hong Kong police from 100 to 110 (all difficulties)
	-UNATCO Troops all healths from 120 to 130 (all difficulties)
	-MJ12 Troops all healths from 130 to 150 (all difficulties)
	-MJ12 Elites main and head health from 300 to 325, all others from 250 to 275 (Hardcore only)
-Swapped Paris shop 2 tech goggles for 550 credits -> 10mm+7.26x51mm for 750 credits
-Swapped HK shop NUKE+STOP virus for 625 credits -> 2 steel dart boxes for 725 credits
-Added Dobermans to the Brooklyn Naval Yard
