Map tweaks, little bird spawns, clutter removal
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@ -16,10 +16,10 @@ class EditorData
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};
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class Camera
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{
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pos[]={4173.9424,538.78491,4641.4102};
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dir[]={0.0005224293,-0.99718422,0.075220704};
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up[]={0.006921873,0.075094767,0.99715745};
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aside[]={0.99999261,-4.1987696e-006,-0.0069312216};
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pos[]={4182.7393,470.39172,4286.0283};
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dir[]={-0.017634494,-0.77135551,0.63616693};
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up[]={-0.021373879,0.63638836,0.77107179};
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aside[]={0.99961811,-2.8499926e-007,0.027708896};
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};
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};
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binarizationWanted=0;
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@ -2561,8 +2561,8 @@ class Mission
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class Item26
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{
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dataType="Marker";
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position[]={3994.625,5,4639.0195};
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name="respawn_west";
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position[]={3994.625,5,4639.02};
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name="respawn";
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type="Empty";
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id=60;
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};
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@ -167,12 +167,16 @@ class Missions
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* Added: Lythium basefile. Thanks to [Enigma](http://steamcommunity.com/profiles/76561198052767508)
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* Updated: RHS transport configs.
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* Updated: RHS vehicles in presets.
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* Updated: Devkit mission.sqm.
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* Tweaked: Wounded civilians event. Thanks to [veteran29](https://github.com/veteran29)
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* Tweaked: Extended allowed items extension list with some bwmod classnames. Thanks to [madpat3](https://github.com/madpat3)
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* Tweaked: Detection of UAVs. Thanks to [veteran29](https://github.com/veteran29)
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* Tweaked: Enemy vehicle crew spawning. Ensure that they'll be on the right side (important for red vs blue). Thanks to [veteran29](https://github.com/veteran29)
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* Tweaked: If you enter the arsenal with a packed weapon or UAV backpack, it won't be identified as blacklisted anymore.
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* Tweaked: FOB container mass now scales with the selected spartan helicopter maximum load. Thanks to [veteran29](https://github.com/veteran29)
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* Tweaked: Removed clutter and AI from the USS Freedom on all maps.
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* Tweaked: Cleaned all custom placed places on all maps some more.
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* Tweaked: Increased the distance of the Little Bird spawnpoints on the USS Freedom and let them facing to the front.
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* Fixed: Wounded civilian animation in dedicated server environment. Thanks to [veteran29](https://github.com/veteran29)
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* Fixed: With ACE you could take unconscious AI as POW.
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* Fixed: You couldn't handcuff surrendered AI with ACE zipties.
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