Drug Dealing Update

0.2.0.0.0 1/23/25 Drug Dealing Update Added destructible TVs with playable cutscenes New bullet holes New bullet tracers New item instance system (huge performance boost) Set up items to work as instances, so a group of 1 or 100 act basically the same (took a ton of doing with full destruction and such a complicated inventory system) Dozens of new destructible display cases Created a procedurally generated prop instance file (used in butcher shop for hanging meat) Added fully functional butcher shop to medium strip mall south west of small player house Added fully functional jewelry shop to large strip mall south of the hospital Added drug dealing Added supplier at butcher shop Added ability to purchase drugs in back room of butcher Added distributer at jewelry shop Added ability to sell drugs in back room of jeweler Added ability to take over distribution and supply facilities for new drug Added systems to determine whether or not to spawn merchants and guards, or allow access to drug safes after takeover Added takeover widgets Added system to allow purchase of Smokane production facilities Added new drug: Smokane Added single dose and bulk Added functionality as a useable drug (only bad side effects) Added system to sell drugs to drug addicted pedestrians Added system for pedestrians to get high and pass out Created new animation blends to show high pedestrians (had to rewrite entire NPC master file to get facial animations to work) Added addiction system that allows only addicts to purchase drugs, and increases density of addicts the more total drugs sold Added notoriety system that alerts police if filled Added new interior models, including destructible pillars, foosball table, air hocky table, clock, and dozens more Changed how guards fight in close quarters Upgrades to enemy AI including more accurate bullet trajectories and tracers, more efficient processing and communication, and more Added points of interest system for sober NPC's to follow (planning to expand in future for more realistic NPC routines) NPC addicted to Smokeane wander aimlessly around meandering slowly Added more spawn points for NPC's Added 12 new Meta Human character models Added 4 new guards with different guns, and a new guard "power Level" Added 2 new merchants of a new type to handle supply and distribution of Smokane Added 2 new merchants for normal butcher and jeweler store functionality Added 4 character models for drug workers, in their underwear Added new animation blends for working NPCs Upgraded NPC And Enemy AI Animation Blueprints Fixed issues with AI enemy vehicles not tracking player, and increased player location check interval Fixed issues with stick up animations and run away logic for NPC pedestrians Fixed a bunch of little bugs (got this update out as quick as possible, didn't take the best notes while I was flying through)