Kay, I'm gunna provide half-assed, educationally guessed answers.
As for the proning characters...
You already know, I just re-read the thread
.
As for the radar thing...
It would be difficult for the engine to recognize every entity (or ever room/corridor/etc.). I've seen the li'l radar while using it as a de-bug feature (testing the game). It is severely primitive. Most of the time, it only detects certain characters. It hardly recognizes rooms from separate hallways next the the rooms. And it doesn't detect static entities as existent. So it could be very mis-leading... Though Lemur has done this (haven't seen the quality/functionality), TGC hasn't.
As for armor...
Variables, see v109 (though i assume you know this)
As for dark areas...
Ambiance is defined (well, my definition in FPSC) as how dark a non-lit area could be. So they must've either
a)textured the corner black or
b)set the ambiance to 0 and made the light proximity not touch the corner. Bets are on b.
As for ladders...
Either make an invisible lift or make in invisible ramp in front of the ladder, though short enough not to be detected by the player.
I believe that had everything covered, correct me if I'm wrong about any of this/missed any of this.
[Crap]y help,
==Pride
Formerly MeZo