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Code optimizations and cleanups, and overhauled marine commands.
- Bumped minimum ZScript version from 4.7.0 to 4.8.0. - Overhauled the friendly marine commands, now that my DONTFOLLOWPLAYERS flag is in GZDoom. The marines' commands are now finally split between a wandering command that actually makes them wander around without following the player, and a following command that makes them follow the player that triggered it (If the player is friendly). The stand still command now also makes marines go back to standing still instead of idling. The document file has more info on how the commands work - Now that my SEEFRIENDLYMONSTERS flag has been added to GZDoom itself. RaveYard's player ally seeing code has been removed, simplifying the code and making it up to 80% faster, due to the reduced overhead of doing this functionality natively instead of through ZScript. - The marines' NPC seeing range has been reduced from 8196 map units to 6144, and their player hearing range extended from 3072 to 4096. The player seeing range is still 8192 map units. - Replaced the stupid If switch in the See state with just a single A_Chase call with CHF_DONTIDLE. - Changed the target switching behavior of marines on turrets, this will hopefully stop them from not reacting to enemies. - Removed YandereDev code from GrenadeAttackDecision() and SM_TurretUseDecision(). - Replaced all Distance3D calls with Distance3DSquared, this will hopefully provide performance improvements when doing distance checks, especially on the two aforementioned functions above. - Updated credits and document.
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