!!!-todo-!!!
------------

nothin! (YET.)

!!!-bugs-!!!
------------

sentry obiturary is the same as whatever weapon the player is carrying
it's very silly and doesn't affect gameplay
i dunno how to fix it so it's staying

!!!-considering-!!!
-------------------

building damage warning sound- 
currently just have to keep an eye on it or be mindful of the colour

smaller building indicators close to crosshair
Coloured S for sentry and D for dispenser
might be nice?

custom bullet puffs? normal doom ones a little boring.

dr doomguy like vision for all team buildings to replace
building status on the left. that way you can support other engineers
i call it: engie-vision, ryhmes with grug
currently looking his ACS to see how i might be able to get engie-vision workin

!!!-patch notes-!!!
-------------------

V1.1
----
-fixed death animations and added proper xdeath state

V1.2
----
-added jumppads
-fixed dispenser output
-improved death animations
-generally fixed up buildings

V1.3
----
-new taunts (are you guys going trick or treating?)
-slightly increased engie gravity (by 0.05)
-sentries deal precisely 4 damage
-updated class info

(counted together due to various reasons)
V1.4 -> V1.6
------------
-THE GREAT BUG-FIX-ENING. basically almost everything was
 fucked up and evil and broken, with buildings being REALLY bugged.
 E-Tan went through the ACS and gave a huge amoubt of help with fixing up
 my shitty beginner ACS. really can't thank 'em enough
Other than that...
-fixed up building repair
-overhauled HUD based off Fortress Forever
-fixed a bug that prevented heal particles from being replicated across clients
 when healing buildings (thanks E-Tan again!)
-sentries and dispensers will be destroyed if someone leaves or joins spectator
-Buildings blood splatters look like oil now
-The Engineer will stop for 3/4 of a second when building a machine, 
 and the machine will only become active after the same amount of time
-Building status now shows HP in the format HP/MAX
-There are additional sound effects for various wrench actions
-Shotgun damage nerf: 10-20 per pellet -> 7-10 per pellet
-Railgun damage nerf: 65 -> 50
-Sentry health lowered: 255 -> 200
-Dispenser health lowered: 255 -> 200

V1.7
----
-maybe fixed a bug where sometimes jump pads would make people fly (we'll see)
-dispensers should always work now, rather than sometimes work. my theory 
 is line of sight was fucking things up because people built them in walls
-a sentry should not report it's destruction to everyone in the server upon 
 spectating
-engineers cannot repair buildings of the opposite team
-buildings visually and audibly explode on death.
-jumppads now drop 1 ammo clip rather than two
-all buildings take 50% less damage from Fire (not naming any names)
-you can detonate your currently selected building using the Zoom keybind. 
 though it purposefully doesn't work on jumppads.
-a little wrench polish
-updated class info

V1.7.1
------
-moved shotgun tracers to after the hitscans to see if that removes delay but 
 i've also marked them specifically as clientside. 
 should have basically no delay.
 
V1.7.2
------
-fixed the team checks for wrench healing and dispensers. (thanks E-Tan again!)

V1.7.3
------
-fixed the class info issue where the display name and second line of the file
 should be the same
-cleaned up some internal names so they are all prefixed under 'Engie'

V1.8
----
-snake cannot backstab buildings
-snake tranq projectiles will stun sentries and dispensers
-introducing: engineer vision! you can see the health of every building built
 by you and your team. (thanks E-Tan again! their help with all the packet 
 stuff should mean this feature is also very well optimised!)
-increased dispenser heal rate considerably. maybe due to rounding you also get  
 ammo faster but hopefully not considerably
-sentries fire one tic slower
-railgun projectile speed increased from 100 to 150

V1.8.1
------
-made railgun projectiles inherit from fast projectile to improve collision 
-slightly slowed down dispenser supply because i'm a pussy