Skal implementeres/fixes/laves:


	- Build water towers
		- New weapon classes
			- Weapon_Tower (Proj_Tower)
				- Tower_Krall
				- Tower_LaserCannon
				- Tower_Nali
				- Tower_RingOfFire
				- Tower_Slith
				- Tower_WarLord 
			- Weapon_WaterTower (Proj_WaterTower)
				- Rocket
					- Mesh created as decoration - nothing more done.
		

	-!! Stats part beeing rewritten from multiplayer to single player and updated:
		- FIX!! stats don't get saved correct, will not load correct after mapswitch
		- Make it so the map gets listed in the stats as beaten if beaten
			- make function to grab mapname and ship it to stats class in the successfull endgame (done)
			- make stats class see if mapname variable is not empty and then add map to database if not there already(done - needs checking)
			  mapname must match the one defined in the ini file(s) e.g. PB-Gates (done)
			- make so Mapvote menu looks for current selected map in stats - display as beaten or unbeaten. (stamp over screenshot "beaten" of so)

	- Ring of fire Tower: fix that damn firing grrr... works good depending on position its placed hmmmm?

 
	- Towers: Fix flickering - check UnrealGeckos feedback about sightraduis getting pasted on cieling too? damn....

	- ScriptWarning: Boulder PB-Gates.Boulder0 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'Skaarjw'

	- ScriptWarning: PBMutator_Damage PB-Gates.PBMutator_Damage1 (Function PopBalloons_Actor.PBMutator_Damage.MutatorTakeDamage:0115) Accessed None
	  ScriptWarning: PBMutator_Damage PB-Gates.PBMutator_Damage1 (Function PopBalloons_Actor.PBMutator_Damage.MutatorTakeDamage:02E3) Accessed None
	  (muligvis access none nr man skader sig selv - set fr start ved ben menu - s falder man lidt ned og skader sig selv... mulig rsag!)

	- F1 (Scoreboard)
		- Don't show score, instead just draw rank as on top on HUD.
		- Display a list of all maps
			- display if map is beaten
			- display how many times map is played

	- Summoning: Remove option for player to summon weapons

	- Freeze Effect: Fix so freeze mesh don't stick when balloon pop (effect actor?), try check if effect != none then destroy that too?

	- HUD - Menu: Fix the upgrade menu, seems to be broken when have spawned multiple towers if scrolling down too much?

	- Balloons: 
		- add timer to check if they are still 'on target' towards next destination actor.

	- Compiling - Fix the annoying 11 errors caused by the mesh

	- F2 Menu: Make a menu where the player can navigate through and find info about:
		- Weapons
		- Towers
		- Controls
		- Statistics (which maps are completed - per difficulty)
		- About
			- Concept
			- Who coded it
		- Credits
			- Who helped with betatesting/ideas
			- Authors of stuff borrowed if any

	- Maps: 
		- Create screenshots for the maps - used in mapvote
			- PB-Gates done
			- PB-UpUpAndAway done
			- PB-EasyPeasy done
			- PB-GothicArena done

	- Check if Cold Breeze weapons frozen code has been broken when making Nali tower???????????

	- fix player movement when in menu
	- F2 screen must be rewritten as weapons are now in menu

Weapons:
	- Enforcer 	(default, pops 1 layer/shot, cost: none)
	- GlueGun 	(pops 2 layers/shot,pops up to 20 layers/alt shot, cost: $2/shot)
	- ShockRifle	(pops 3 layers/shot, pops 8 layers/alt shot, cost: $3/shot, drains balloon)
	- PulseGun	(pops 3 layers/shot, pops 3 layer/sec/alt shot cost: $2/shot)
	- RazorJack	(pops 4 layers/shot, pops 6 layers/alt shot, cost: $3/shot)
	- FlakCannon	(pops 4 layers/chunk, pops 15 layers/alt shot, cost: $5/shot)
	- RocketLauncher(pops 10 layers/shot, 12 alt, cost: 8$/shot)
	- SniperRifle	(pops 10 layers/shot, cost: 10$/shot)
	- Minigun	(pops 2 layers/shot, cost: 3$/shot)
	- UZI		(pops 2 layers/shot, cost: 2$/shot)
	- ColdBreeze	(pops 2 layers/shot, cost: 10$/shot, slows and drains balloon)

Placeable Towers:
	0- Krall
		- upgradelevel1: Enhanced Line of sight (2x sightradius)
		- upgradelevel2: Explosive shell (Adds explosion on impact)
		- upgradelevel3: Master of arms (fires two projectiles instead of one)
	1- Slith
		- upgradelevel1: Enhanced line of sight (2x sightradius)
		- upgradelevel2: Sticky venom (Adds glue to the target)
		- upgradelevel3: Master of arms (fires two projectiles instead of one)
	2- laser cannon (works, but fix so it rotates towards target better, it's not perfect yet, also fix sight radius texture to match radius)
		- upgrade 1: larger sight radius + faster firing speed (0.4)
		- upgrade 2: larger sight radius + faster firing speed (0.3)
		- upgrade 3: larger sight radius + faster firing speed (0.2)
	3- Warlord
		- upgrade 1: faster fire + greater damage
		- upgrade 2: faster fire + greater damage
		- upgrade 3: faster fire + greater damage
	4- Nali Tower (slow target 25%)
		- Upgrade 1: slow target 50%
		- Upgrade 2: slow target 75%
		- Upgrade 3: freeze target for 5 seconds
	5- Ring Of Fire
		- Upgrade 1
		- Upgrade 2
		- Upgrade 3
Upgrades:
	6- Camo Detection

	- *Add upgrades!!

Groups:
	- small (All weapons can pop the layers)
	- metal (PulseGun, ShockRifle,GlueGun, RocketLauncher & BioRifle can pop the layers)
	- clay	(RazorJack, GlueGun)
	- liquid(Enforcer, RazorJack, SniperRifle, Minigun)
	- Camo	(requires camo detection upgrade to pop)

Balloons: (Types: Standard, Metal, Clay, Liquid)
	- standard
		
		- small
			- red 	(layers: 1, speed: 1.000000, key: 1)
			- blue	(layers: 2, speed: 1.100000, key: 2)
			- green	(layers: 3, speed: 1.200000, key: 3)
			- Yellow(layers: 4, speed: 1.300000, key: 4)
			- Purple(layers: 5, speed: 1.300000, key: 5)
			- White	(layers: 6, speed: 1.400000, key: 6)
			- Black	(layers: 7, speed: 1.500000, key: 7)
		- Regen
			- red	(layers: 10, speed 1.000000, key: 8)
			- blue	(layers: 15, speed 1.300000, key: 9)
			- green	(layers: 20, speed 1.600000, key: A)
			- white	(layers: 30, speed 2.000000, key: B)
		
		- big red	(layers: 350, speed: 1.000000, key: C) shoots towards all players each 5 seconds after beeing shot first time
		- big blue	(layers: 400, speed: 1.200000, key: D) shoots towards all players each 4 seconds after beeing shot first time
		- big green	(layers: 450, speed: 1.400000, key: E) shoots towards all players each 3 seconds after beeing shot first time
		- big yellow	(layers: 500, speed: 1.600000, key: F) shoots towards all players each 2 seconds after beeing shot first time
		- zeppelin
			- red 	(layers: 100, speed: 0.500000, DrawScale=0.40, key: V)
			- blue	(layers: 200, speed: 0.400000, DrawScale=0.45, key: W)
			- green	(layers: 300, speed: 0.300000, DrawScale=0.50, key: X)
			- Yellow(layers: 400, speed: 0.250000, DrawScale=0.55, key: Y)
			- Purple(layers: 500, speed: 0.200000, DrawScale=0.60, key: Z)

	- metal (first spawned in round 12)
			- red	(layers: 10, speed: 1.300000, key: G)
			- blue	(layers: 15, speed: 1.400000, key: H)
			- green	(layers: 20, speed: 1.500000, key: I)
			- yellow(layers: 25, speed: 1.600000, key: J)
	- clay (First spawned in round 15)
			- red	(layers: 10, speed: 1.300000, key: K)
			- blue	(layers: 15, speed: 1.400000, key: L)
			- green	(layers: 20, speed: 1.500000, key: M)
			- yellow(layers: 25, speed: 1.600000, key: N)
	- liquid (spawned from round 10)
			- light (layers: 10, speed: 1.300000, key: O)
			- blue	(layers: 15, speed: 1.400000, key: P)
			- green	(layers: 20, speed: 1.500000, key: Q)
			- red	(layers: 25, speed: 1.600000, key: R)
		








