

Fixes burst sentry behavior. It could previously preserve remaining burst across activations, firing less than expected. Additionally, it had extended lock on time on initial placement or if it had no remaining burst after killing the last enemy in range.
In other words: Burst Sentry has faster initial lock-on time and its first burst is always a full burst. Likely makes Burst Sentry stronger, so use in vanilla at your own risk!
Allows Sentry_FireTowardsTargetInsteadOfForward in Archetype data to work on Shotgun Sentries.
Un-hardcodes Sentry archetype IDs. They are instead determined by GearCategory according to the fire mode defined in PlayerOffline (c:1):
Mines can be customized via custom files under Custom/ExtraToolCustomization/Mine. A template file will be generated on game start if no files exist. The files are formatted as lists of data objects. For example, see the base template:
[
{
"OfflineID": 20, // OfflineID can be used for Mine Deployer tools
"ItemID": 0,
"Name": "Mine Deployer",
"Delay": 0.25, // Delay before the mine detonates
"Radius": 2.5, // Radius of the capsule hit detection
"DistanceMin": 3, // Distance within which maximum damage is dealt
"DistanceMax": 15, // Maximum length of the capsule hit detection; distance past which minimum damage is dealt
"DamageMin": 15,
"DamageMax": 50,
"Force": 1000 // Force applied to killed enemies
},
{
"OfflineID": 0,
"ItemID": 139, // Item ID can be used for consumables OR Mine Deployer tools
"Name": "Consumable Mine",
"Delay": 0.25,
"Radius": 2,
"DistanceMin": 2.5,
"DistanceMax": 12,
"DamageMin": 10,
"DamageMax": 35,
"Force": 700
}
]