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.
Tactical insertion: under IW4 rules offhands are bridged by name only, so
the upstream slot stand-ins no longer hand the scripts a flash for it (it
plants and sets the spawn again); hidden entities stay usable, so its
owner picks it back up.
Equipment stats: read T6 detonate delay/time, damage cone, forward and
view-relative up speed, the detonator flag (C4 detonates) and the
retrievable flag (owner pickup only where T6 allows it).
Equipment behaviour: iw4l_t6/equipment ports T6's bouncing betty, shock
charge, trophy system, sensor and EMP grenades onto IW4's scripts, plus
T6's one-of-each counts, claymore grace and respawn cleanup. The engine
reports those items under their own names, tags thrown grenades with
nativename/weaponmodel, keeps sensors planted, drops the claymore laser
from betty and trophy, and lets objective_team address one player (sensor
pings, drawn in FFA too; protocol 103).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Scoped weapons hold breath with recovery feedback and sound. Riot shields
block and deflect bullets in hand and on the back; explosive crossbow bolts,
destructible map cars with round resets, and T5 map model collision work.
Remote players show last stand, weapon change, jump, mantle, landing,
ladder and stun animations, and server hitboxes follow the shared torso tree.
GSC gains spectator follow cameras, chat, kick, vehicle paths and flight
controls, physics spheres, slow motion, slide and mantle movers, damage
triggers, music, ambience, rumble and live audio fades over a shared mixer.
IW5 and T5 maps get sun shadows with per-stage sun selection; post-fx
pipelines compile before a vision blend needs them. The lobby browser keeps
focus and selection, and rooms can be password protected. Console supply
and give commands search every item category. Frames and replays decode
only the current wire protocol.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>