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Scope match lifetimes and restore gameplay and menu presentation
Prepare progression and loading through Bevy scheduling, preserve round HUD and bombsite props, restore grenade and T5 shadow presentation, and keep menus usable while classes load. Report update progress and continue startup after update failures. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -139,7 +139,7 @@ Natives are grouped by what they touch; the core three:
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level settings, and weapon facts from the captured weapon table.
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Argument reads live in `script/host/args.rs`, array helpers in `script/host/arrays.rs`,
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and table lookup in `script/host/tables.rs`. All three use the one `Runtime`
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and table lookup in `script/host/tables.rs`. All three use `RoundScript` with explicit access to `MatchScript`
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(`arrays`, `next_object`, `tables`, `rng`). The compiler is `sim::script::compiler`:
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`Token`/`lex` and the call, expression, assignment, and statement methods sit in child
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modules, and `Parser` stays in the parent.
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@@ -183,7 +183,7 @@ emitting an event. Use
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Sounds the scripts play (`playLocalSound`, `playSoundToPlayer`, `playSoundToTeam`)
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reach the client. Effects, rumble and earthquakes validate their receiver and are
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kept in `Runtime.presented` or dropped. In-game menus (team, class, escape, leave-game,
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kept in `RoundScript.presented` or dropped. In-game menus (team, class, escape, leave-game,
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scoreboard header) and the IW4L frontend run from menuDefs through the same ordered
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GPU menu pass. `crates/ui/menus/frontend.json` defines IW4L navigation and native
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menu styling; frontend service commands connect it to session and master APIs.
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