Decode Black Ops audio natively and load Black Ops II worlds, faction
models, equipment, materials, lighting and weapon camouflage.
Rework capsule collision, solid recovery, penetration, recoil, effects
and sentry placement; synchronize late joins and player event delivery.
Keep local skill ratings and signed player accounts.
Show the selected community and master ping on the main menu. Add twenty
asset-filtered class presets across IW4, IW5, T5 and T6, plus fifty-two
unique player-style names shared by AI bots and dummies. Honor the chosen
dev descriptor in the two-client approved scenario and credit contributors
and weapon, map and attachment QA testers.
Validated with the approved gameplay lifecycle and two-client dev-master
scenarios, installed class-asset audit, bot-name uniqueness checks and
Linux IW4/IW5/T5/T6 gameplay smoke runs. Foreign-weapon match-stat schema
coverage remains incomplete.
- Format with rustfmt and clear the clippy warnings on lines this branch
adds (fixed-size chunks via as_chunks, explicit fallbacks instead of
unwrap_or_default, range patterns, elided lifetimes).
- The engine-supplied equipment script is t6_equipment.gsc.txt, since
publish-check treats any .gsc as game data; FNV constants are named.
- NOTICE credits the Plutonium t6-scripts dump that the equipment
behaviour was worked out from.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>