v6.7.1
* When selecting a weapon you can't use, and if you already have the equivalent
  of this weapon for your class 
  (such as grabbing a MGL when you already have a RL as a Rifleman) you'll
  select a weapon of that slot instead of switching to the weapon with the highest priority
-- Edewaa  Wed, 19 November 2025 16:01:00 +0200

v6.7.2
* Fixed Rifle having perfect accuracy when holding aim but not when toggling aim
-- Edewaa  Thu, 20 November 2025 01:10:00 +0200

v6.7.3
* Plasma MK2 :
 * Magazine capacity set to 5 rather than 8
 * Projectiles are slightly slower (from 150 to 120, plasma rifle is 60)
 * Fixed damage being too high by spawning an explosion with ExplosiveImpact damage type
   it also makes small demons bounce like with a normal explosion
* Plasma Blaster :
 * Spread pattern is more grid/pixely like, just like the Plasma Rifle alt fire pattern.
 * Projectiles deal 25% more damage (from 20 to 25)
* MGL's alt-fire has the same explosion radius as the primary fire, primary fire
  fires 1 frame slower (still 1 frame faster than RL)
* Fixed MGL unable to unload if you had 0 rockets in your inventory
* M202 :
 * Reload animation is 2x slower
 * Only has access to incendiary rockets, these rockets deal less damage on direct impact than
   regular rockets from RL, but the secondary projectiles of the Incendiary rockets are
   fired in an arc rather than in a circle around it's ground zero
 * When not zooming, rockets have reduced speed, similar to the Rocket Launcher
 * Rockets's willy pete particles explode in a 33% bigger area
* Carbine startup animation can be skipped by firing
* Chaingun comes before LMG on slot 4
* LMG, Carbine, MK2, MGL and Blaster all can refire after reloading if you keep pressing the
  fire button, just like almost every other weapon for consistency
* Sniper :
 * Has 4+1 ammo in its mag, uses 10 rifle ammo, deals 200 + 50 damage at close range only,
   tactical does +100 damage at all range but much slower reload time
 * Firing animation is 35 frames (1 sec), it was 3 frames faster before
 * Recoil animation when not aiming uses sprites it was supposed to use but were
   somehow unused in the code. Also added visual recoil similar to the Shotgun / SSG
   also removed random angle when shooting while aiming
 * Crosshair when stoping aim is the sniper's crosshair rather than the Rifle crosshair
 * Can refire by continuously pressing the attack button when aiming
* Revolver alt fire animation is 25% slower
* Grenade Launcher reloads 6 frames faster
* Plasma Rifle alt fire is a symmetrical, predictable pattern
* Assault Shotgun gets progressively more inaccurate the longer you shoot :
 * After shooting at least 3 times : +20% horizontal spread, 10% vertical, maximum random horizontal recoil is 2x higher
 * After shooting at least 5 times : +40% horizontal spread, 20% vertical, maximum random horizontal recoil is 3x higher
 * After shooting at least 8 times : +60% horizontal spread, 30% vertical, maximum random horizontal recoil is 4x higher
* Downed players can't grab things using the dual key
* Riflemans start with suppressed variant of the pistol rather than the normal one
-- Edewaa  Wed, 26 November 2025 23:00:00 +0200

v6.7.4
* Fixed Carbine displaying the reticle when throwing a grenade while aiming down sights on fast firing mode
* The SSG spawner only ever spawns one weapon
* Fixed weapon conversion code from causing servers desyncs
-- Edewaa  Sun, 30 November 2025 17:56:00 +0200

v6.7.5
* Tactical CQC starts with Berserk instead of an Axe, the Gas it starts with is 125, like the non-tactical variant
* If Marksmans or Riflemans grab a MGL while already having a Rocket Launcher, it will convert to
  a Grenade Launcher / M202 depending on the class. Same logic for Plasma Blaster
* Added keybinds for "Drop Inventory" and "Drop Inventory And Spectate"
* Drop Inventory on Death (aka DOD) backpacks now take into account revenant launchers, also removed grenades
  as their capacity doesn't change with a backpack
* DOD now drops a BFG instead of a Nuke if the Nuke was fired
* The SSG can use Slug shells
* Shotgun and SSG displays a message telling you that you can change the ammo type
* Slug shells deal the same damage as buckshot
* Shotgun slug mode fires only 1 bullet, and is more inaccurate than before when aiming (1.25 when not aiming, 1.0 when aiming)
* DEagle is more inaccurate than before when aiming (1.0 when not aiming, 0.8 when aiming)
* Carbine slow fire mode has a zoom of 3x instead of 3.5x
* Carbine slow fire mode is more inaccurate than before when aiming (0.3, rifle is 0.6 when aiming),
  first bullet fired remains 100% accurate
* Rocket Launcher's inaccuracy when not aiming is now the same as the Plasma Rifle (from 1.0 to 0.7)
* Grenade Launcher attack speed is faster by another 4 frames, so 10 frames in total
* Grenade Launcher has a long distance mode when pressing the dual wield key
* Plasma Rifle alt fire has a different pattern
* Plasma Rifle MK2 has an inspect animation
* Plasma Rifle MK2 projectile does 200 direct damage and an explosion that does 50, the explosion is also smaller
* Plasma Rifle MK2 projectile is 2x faster when aiming
* Plasma Rifle MK2 is less accurate when not aiming (0.7, same as Plasma Rifle)
* Plasma Rifle, MK2 and Rocket Launcher inaccuracy when not aiming is lower vertically than horizontally
* Plasma Blaster has an inspect animation
* Plasma Blaster allows quick switch when pumping (You can change weapon but you'll still need to pump at some point)
* Plasma Blaster has the guarantee to fire 3 projectiles where the player is aiming, with random horizontal spread only.
  Making the weapon at least slightly viable at a distance
* Plasma Blaster now uses the SSG crosshair
* Revolver alt fire animation updated
* Fixed LMG and MGL sprite being incorrect when entering the StopSprintTired state
* Fixed Grenade Launcher inspection having bobbing disabled (BD bug)
* Fixed Revolver having a little bit of recoil for non-tactical classes (BD bug)
* Fixed Shotgun not being able to fire during first select animation (BD bug)
* Fixed Dual Deagles being called Deagle
* Fixed suppressed pistols having the same tag as their normal variants
* Fixed LMG using Chaingun crosshair instead of Rifle
* Fixed LMG, Carbine and MGL refilling its magazine when picking it up from dead pals
* Removed CantUseScopes and CanChangeShellType, we use IsMarksmanClass now
-- Edewaa  Fri, 12 December 2025 00:20:00 +0200

v6.7.5.3
* Fixed quick grenade throw from taking ammo from weapons without magazines like the BFG or the Chaingun
  This was due to the useammo parameter set to true in DEFAULTWEAPON.dec in the TossGrenade state
  because of a change we did to make grenades behave like in v21
  Thank you Remster !
-- Edewaa  Tue, 16 December 2025 22:08:00 +0200

v6.7.6
* Marksmans get a regular shotgun in addition to the Sniper when grabbing a map placed SSG only
* Added a message saying that the Carbine has 2 fire modes on its first selection
* Slow and Rapid fire modes have different colors displayed on the message
* Fixed Riflemans being able to use Shotgun slugs if they had slugs selected for the SSG.
  Both weapons use their own specific inventory item
* SSG uses a special crosshair when using slug shells
* Marksmans can use the Dual SMG when grabbing another SMG from the Chaingun spawner
  (both map placed Chaingun and dropped Chaingun from Chaingunner)
* The MGL fires 1 frame faster
-- Edewaa  Wed, 14 January 2026 20:50:00 +0200
