UT99 SHOGO v0.13 - DAMAGE AND SURVIVAL

Damage is fixed; the old random x4 critical hit and health reward are disabled.
UT99 armor, damage amplifiers, game modes and other mutators still apply.
Standard damage below is before UT99 game rules. Hardcore applies x1.5.
No ordinary single projectile, full shotgun blast, or scoped sniper body hit
kills a fresh 100-health player in Standard or Hardcore at normal scaling.
Several hits from a Bullgut volley or the sword double strike can still kill.
Red Riot remains lethal and pickup-only, with the Redeemer replacement role.

Weapon                          Base damage       Hits: Standard / Hardcore
                                per hit           100 health, no armor
--------------------------------------------------------------------------
Colt45                          14                 8 /  5
Shotgun                         6 x 10 pellets     2 /  2
MachineGun                      9                 12 /  8
AssaultRifle                    10                10 /  7
EnergyGrenade                   55                 2 /  2
KatoGrenade                     60                 2 /  2
TOW                             60                 2 /  2
Tanto                           40                 3 /  2
SqueakyToy                      0                 harmless
PulseRifle                      22                 5 /  4
LaserCannon                     28                 4 /  3
Spider                          60                 2 /  2
Bullgut                         28                 4 /  3
SniperRifle                     40                 3 /  2
Juggernaut                      60                 2 /  2
Shredder                        35                 3 /  2
RedRiot                         1000               1 /  1
BeamSword                       55                 2 /  2
SniperRifle scoped              60                 2 /  2

Range, accuracy and armor change actual survival. Splash damage falls with
distance; the table assumes the full hit amount. Bullgut counts individual
rockets, not complete four-rocket volleys. Shotgun assumes all ten pellets.
Beam Sword counts contacts; its third animation makes two contacts.

Cadence and useful time-to-kill examples
- Machine Gun: 0.09-second animation, 12 body hits in Standard / 8 Hardcore.
  Ideal time from first to final hit: about 0.99 / 0.63 seconds.
- Pulse Rifle: 0.285-second animation, 5 hits Standard / 4 Hardcore.
  Ideal time from first to final hit: about 1.14 / 0.86 seconds.
- Mech sniper: original 0.15-second unscoped animation restored.
  40 base damage, 3 body hits Standard / 2 Hardcore: about 0.3 / 0.15 seconds.
  Scoped: 60 base damage, original one-second cycle, 2 hits in both modes.
- Assault Rifle retains its original three-round scoped burst, with no
  damage multiplier. An entire burst is 30 Standard / 45 Hardcore damage.
- Magazines, reloads, first-shot animation delay, misses, travel time,
  grenade fuse time and server tick timing add to practical time-to-kill.

Runtime validation uses actual trace/projectile damage paths, Standard and
Hardcore game reduction, and repeated attacks against 100 health worth of
damage with and without 100-point UT body armor. Every damaging regular
weapon takes more contacts against armor. The fixture carries inventory
so it follows the same game damage reduction path as a normal UT player.

This is a first UT99 balance pass, not a claim of competitive playtesting.
Damage amplifier pickups and custom damage mutators can still cause kills
in one hit, just as they can with stock UT99 weapons.
