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TM patch: #536 with #535 - #538

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Jackriip wants to merge 26 commits into
feature/hyperviolence-megafrom
tm/sandy-deflect
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Jackriip wants to merge 26 commits into
feature/hyperviolence-megafrom
tm/sandy-deflect

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@Jackriip

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Test-merge only. Do not merge.

#536 (Sandevistan slow-mo) and #535 (dermal plating deflects bullets) both edit the dodge handler in ware_pro_combat.dm. This is #536 with #535 merged in and that conflict resolved, so the two can be test-merged together. Close this once either one merges.

Dermal Mesh, Hardweave and Slabskin turn 15, 30 and 45 percent of bullets
and buckshot pellets from the front. A glanced round turns off at a random
angle and keeps flying, with sparks, a ricochet ping and a small stamina
cost. Dodge and deflect together stop at most 60 percent of shots.
Each surge model carries a time multiplier (street 2x, service about 2.86x, Cascade 5x). In a user's field a mob on its own surge runs at its multiplier over the user's, capped at twice normal speed, through the freeze and the slow-mo. A faster surger runs the dilation machinery the other way: sooner deadlines, a quicker walk, faster shots and gore. Surgers are never tinted, a dead surger is let go for good, a Cascade NPC's tell shows through the tint, and a surger's rainbow trail skips the greens inside a field.

The user's own shots now fly at full speed in their slow-mo, and shots hung in the freeze fly on at full speed when it ends.
The user's shots crawl in their own slow-mo again and hang in the freeze, keeping their colour. A surging mob's shots fly at the field's pace too, untinted; the surger still fires on its own relative clock.
…timestop

# Conflicts:
#	voidcrew/modules/cyberware/ware_sandy_timestop.dm
#	voidcrew/modules/unit_tests/voidcrew_cyberware_timestop.dm
…et a second press end it

The lone surge now slows the world from the moment it opens to the end of the window (street 6 s at 50%,
service 7 s at 35%, Cascade 8 s at 20%). The freeze is gone on every model: no frozen-AI traits, paused or
hung shots, still weather frames, quiet freeze sound, mech shutdown, turret lock or animation hold. Pressing
the surge again ends a player's window early and starts the crash; NPC lattices never turn themselves off.
…ash on release, and count carried players as witnesses
… slow-mo, and keep the slow-mo running from inside a mech
# Conflicts:
#	voidcrew/modules/cyberware/ware_pro_combat.dm
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