The GetIn and RemoveCasualty vehicle user actions apply their hostile-faction check inconsistently. The door and handbrake actions explicitly allow same-faction use even when the faction reads as an enemy of itself, but `SCR_GetInUserAction` and `SCR_RemoveCasualtyUserAction` omit the `vehicleFaction != characterFaction` term. In any state where a faction's relation to itself evaluates hostile. Observed client-side while the relation table is empty/not yet replicated, and by design in FFA-style setups. A player can open the doors of their own faction's vehicle and toggle its handbrake, but cannot get in or remove a casualty ("Seat hostile")
## Steps to reproduce
A scenario where a faction is (even transiently) enemy to itself e.g. a client whose faction-relation data has not arrived yet, or an FFA configuration. Approach an own-faction vehicle: doors open fine, Get In shows `#AR-UserAction_SeatHostile`.
Only discovered in Overthrow due to a hand-authored FactionManager entity missing a DelegateFactionManagerComponent, but would block FFA-style setups mentioned in Vanilla's own code comments in related actions