- 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>
Conflicts kept both sides: Steam discovery next to Game Folders and
sibling titles, upstream's profile/account persistence next to the
folder picks and saved position, SAB/FLAC beside blake3, the T6
localize loader on the raw-bytes catalog (cache format 3), and our
tactical insertion equipment mapping with upstream's specialty_null.
The fire-delay fix takes upstream's form. Exit silencing now mutes the
new audio runtime instead of Bevy audio sinks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
T6 (Black Ops II) weapons load from the BO2 install beside MW2 and play
with their own models, materials, animations, sounds and icons, standing
in for an MW2 weapon row for gameplay.
- fastfile_t6: T6 zone walking and weapon views; IPak/SAB image and sound
sources in asset_transport.
- dxbc_sm5: DX11 shader bytecode lowered to WGSL, so T6 materials draw
with their own technique sets (t6_techset, dxbc_abi).
- Materials: borrowed draw states come from the stand-in's opaque body,
never a lens; colour-map alpha (the camo mask) reads as one on opaque
surfaces; specular and probe reflection scaled for IW4 lighting; maps
named by another kind's samplers fall back to the same-role map.
- Dual wield (`X_dw` + `X_lh`) through the shared secondary-gun viewmodel,
and the `dw` attachment from T6's attachment table.
- Melee: guns without their own melee clip (and pistols, whose clip is the
tactical knife's) borrow knife_mp's knife and swings; the hip ADS layer
returns after a melee.
- T6 clip names match case-insensitively.
- Game Folders option for BO1/MW3/BO2 installs, multi-game lookup fixes,
clean exit, crosshairs, save/load/loadspawn console commands.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Controller buttons bind through the same table as keys: every command on
the controls page shows its key and its button, and either is rebound by
pressing a key or a button. The options gain a Controller page: button
layout (Default, Tactical, Lefty, Bumper Jumper, Bumper Jumper Tactical),
stick layout, look and aim-down-sight sensitivity, invert, response curve,
aim assist, vibration and deadzones, all kept in settings.cfg.
The look stick turns at rates that build up to full deflection, slower
down the sight and scaled by the zoom. Aim assist works over visible
enemies within each weapon's own aim assist ranges, read from the weapon
data: slowdown and lock-on, and on Full a pull onto a target when the
sight comes up. It applies only while aiming with the controller.
Menus take the D-pad or left stick, A and B, and Start opens them. Focus
moves by screen position rather than by menu file order, which jumped
around the options pages for arrow keys too; left and right on a button
cross columns. The Advanced Video page no longer draws the FOV slider
over Bloom.
The controller in use is the last one pressed or moved, so a virtual
joystick or an idle second pad stays out of the way; rumble follows it and
the vibration setting. Use/reload reloads when nothing usable is in reach.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Destructibles walk their stage staircase on the host: each stage carries
its model, the parts it throws off, the effects it fires on the way out
and the health it bleeds afterwards, and the loops a prop is speaking are
published as sound aliases the client resolves through the configstring.
The scoreboard, overhead names and the compass draw against the live
roster -- team identity survives player-supplied color escapes, ranks and
prestige come out of the menu tables, and the final snapshot is kept when
it lands ahead of the next scores command.
Film vision presets load from the map and common fastfiles; visionSetNaked
and visionReset transition between them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>