Fire in the Hole! - Destructible UFOs and Dynamic UFO Assaults v3.1

Authored by Kabill
Additional artwork by Skitso
Thanks in particular to Silencer for bug reporting

--- Overview ---

Fire in the Hole allows UFO hulls to be destroyed in designated places to allow dynamic entry when assaulting UFOs.  It also enhances crash
sites considerably with smoke and fire as well as ground and prop damage.  UFO interiors have been reconstructed to work better with the ability
to breach UFO hulls.

--- Features ---

- Destructible UFO Hulls: During ground combat you can destroy designated sections of a UFO's hull.

- Enhanced Crash Sites: Random damage is applied to UFOs when they crash and sometimes the hull will already be breached in some places.
Smoke and Fire have been aded to crash sites too.

- New UFO Interiors: The interior layouts of UFOs have been revised.

--- Tips ---

While it is possible to destroy hull segments with weapons fire, they are very resistent to damage and therefore are best destroyed using the
new Breaching Charge item.  This is a large and heavy device which must be activated and then *dropped* (not thrown) next to the section to
be destroyed.  The Breaching Charge has only a small blast radius (shaped like a cross centred on the place the Charge was dropped), allowing
soldiers to stack close to the breach-point.  (The Xenopedia contains instructions for using the Breaching Charge if you want to look in game).

Some entry-points are located above ground level.  If they are in the side of a UFO, you must drop the charge in mid-air adjacent to the
breach point (the charge will not fall).  If they are in the roof, you must fly to the roof and drop a charge above the breach-point.

Breach points are best identified using a weapon to free-target and thus highlight the vulnerable section.  Only a few UFOs have sections
tha can be breached on the roof.  These are hard to identify but soldiers in flying armour will hover rather than stand on the part of the roof
which is vulnerable.  Once you have recovered at least one of a UFO type for later UFOs, you will receive a Xenopedia entry giving some
instructions as to where to find the relevant sections.

--- Known Issues ---

While the mod itself is fine, there are a few vanilla bugs which are more likely to be encountered using this mod:

- Units in flying armour can drop down into props which should be impassible.  This allows units to get stuck in walls and possibly bypass
entry points entirely.  When moving with flying units around a UFO, try to avoid clicking in the UFO interior until you've explored the inside.
- There are some display issues with the UFO hulls and hull segments which sometimes means it looks like there's a breach when there isn't,
or will result in small pieces of hull floating without the rest of the hull as background.
- It is possible to land on UFO roofs using this mod, but currently this seems to remove all LoS.  I might end up having to block landing
on UFO roofs again, if it ends up being too much of a problem.
- If you reload during a ground mission, some parts of a UFO floor disappear.  This is a vanilla issue related to power core explosions which
have been repurposed for this mod, but it's only a graphical issue.

If you encounter any bugs or have any comments or feedback, please post in the comments section below or on this thread on Goldhawk Interactive's
official forums:

http://www.goldhawkinteractive.com/forums/showthread.php/10909-v1-06-X-CE-v0-21-Fire-in-the-Hole%21-Destructible-UFO-Hulls-%28v1-3-3%29