v1.1
-added marker on downed players
-fixed trying and failing to revive actually dead players
-cleaned up hudMessage acs

v1.2
-added the option to be invulnerable when downed with cvar "ez_canKill"
-bleeding out can now be disabled by setting ez_downRate to 0

>v1.3
-added the option to be invulnerable when downed with cvar "ez_canKill"
-bleeding out can now be disabled by setting ez_downRate to 0

>v1.4
-fixed an issue with zandronum 3.0

v1.5
-players now die immediately when all other players are downed
-fixed bug where if a player disconnected all players would be no longer marked as dying
ez_downHealth is now ez_downedHealth
ez_downRate is now ez_bleedRate
ez_reviveHealth is now ez_revivedHealth
ez_reviveRate is now ez_reviveFactor
ez_canKill is now ez_canBeKilled

v1.5.1
-fixed a mistake that broke everything

v1.6
-fixed bug when downed players are present when the level ends
-added a message when players are saved
-players are saved when entering a level downed

v1.7
-added credits~
-downed marker now uses its own sprite
-Revive meter doubled for those sadists out there

v1.8
-rewrote ACS
-revive rate is now percentage based, with 100 = 1 second

v1.8.1
-Removed debug prints
-ez_dropKeys added, players can now drop all key inventory items at their place of death

v1.9
-ez_dropInventory added in aplha state, currently drops just the dying player's held weapon

v1.9.1
-ez_dropInventory now drops items based on a language lump with up to 40 defineable weapons and ammos

v1.9.2
-ez_deathCrawl added, setting this causes players to walk slowly and be able to keep shooting instead of collapse

v1.9.3
-game now reports a player in process of being saved 
-reports when a revive is stopped
-reports when a player dies saving another player
-cleaned up scripts a bit

v1.9.3.1
-the last player downed dies immediately to end the game
-all players now die when last player downed again
-you are no longer your own killer when you bleed out

v1.9.4
-TDBots compatibility
-bots can revive players
-bug fixes:
=with ez_deathCrawl on all players would be frozen during revival state
=removed being able to revive a player multiple times as yourself

unofficial_v1.9.5 testing 2025-06-17
Norse_Harold
-add ez_maxRevives, which causes players to die instantly after the allotted
 number of revives
-add option to use Downed state instead of Death state, controlled by CVar
 ez_onDownedSetStateDowned
-make downed players not targetable by monsters, although monsters that are
 already attacking them will continue to attack them
-make downed players not shootable, ie. projectiles and explosions pass
 through them. This has the additional effect of preventing downed players from
 being pushed by projectiles
-add option to make downed players switch to fists in order to improve realism,
 controlled by CVar ez_onDownedSetFist
-add option to make aiding players totallyfrozen in order to improve realism,
 controlled by CVar ez_onAidingSetTotallyFrozen
-add option to make aiding players switch to fists in order to improve realism,
 controlled by CVar ez_onAidingSetFist
-ensure that the timing of updates to CVars while the map is currently running
 is consistent for each CVar. Specifically, move all GetCVar calls to the
 OPEN script and the beginning of the Dying state. This helps ensure that
 side effects of each CVar are processed correctly when the player is revived.
-document CVars in the comments of CVARINFO
-match the order and naming of each global variable with its corresponding
 CVar in CVARINFO.
-use GetActorProperty(tid, APROP_Health) instead of GetInventory("Health"), and
 check for values <= 1 instead of == 1. This should be more consistent with
 the ZDoom API
-ensure that the check for all players downed is robust to the case that
 PlayerCount() changes during script execution. It shouldn't change unless
 delay is called within the loop, but I (Harold) haven't seen documentation
 stating that about Zandronum
-don't unfreeze aiding players if they're downed before the aid is finished
-bug fix: players were sometimes able to slide kick and toss grenades despite
 being downed. The root cause: inventory changes that occur in EZ_SaveLoser on
 the same game tick as inventory changes in EZ_PlayerLoop are applied in the
 wrong order. To solve this problem, disable the feature that prevents grenade
 throwing or kicking during aiding
-adjust the maximum distance for revival and base it on the radius of the
 downed player and the aiding player
-detect when Brutal Doom is active, and use actor state StandStill instead of
 Spawn, and weapon Melee_Attacks instead of Fist
-bug fix: players who were downed at the end of the map appeared to be downed
 at the start of the map, but could move, shoot, etc. This was fixed by
 resetting frozen, totallyfrozen, buddha, etc. to defaults, and setting
 actor state to Spawn at map unload
-bug fix: instances of EZ_PlayerLoop and EZ_SaveLoser could remain running
 indefinitely if players switched to spectator before dying

unofficial_v1.9.6 testing 2026-05-08
Edewaa
-Compatibility with Not Survival: don't set to downed state if all slots are open
-bug fix: the correct death message appears when a player is on its last life

unofficial_v1.9.7 testing 2026-05-11
Edewaa
-bug fix: players weren't able to be set to downed state after slots were closed
 for their first life only due changes from the previous update.

roadmap:
-ammo will consider the double and half ammo flags

-ez_ghostDeath players become ghosts and drop a corpse that must be revived
(this will involve massive logic rewrites very much for the better)
