# GSC → IR → Bevy Rust language, IR and host integration live under `sim::script`. Gameplay policy belongs to loaded GSC; Rust supplies language and engine primitives. The scripts own the match flow, player connect/spawn/damage/killed, the in-game menus, and the sounds they play. ## Sources and installation Matches support IW4 modes only (dm, war, dom, sd, sab, ctf, koth, dd). T5 and IW5 maps supply entities and map declarations; their gameplay/UI scripts are excluded. Menu/HUD layout and match flow stay IW4, with weapon and team icons from the corresponding game. Objective models, materials, shaders and effects come from the map's game, including the plant/defuse weapon viewmodels and animations. `ObjectiveVisuals` binds IW4 names to those assets at install; missing bindings or foreign objective assets refuse the transaction. Common scene models are selected from retained IW4 source strings, table cells, map entities and objective bindings, without a per-model capture allowlist. `Program::load` compiles a `SourceResolver`. `FileSources` reads explicit files. IW4 asset walks retain GSC RawFiles from common_mp and the map; map files override common files. `ScriptSources` also keeps every string table (code_post_gfx_mp and patch_mp, then common_mp, then the map, later zones winning) and the map's entity string. Sources travel through the common/resident caches into PreparedMatch. Session preflight compiles the mode and map modules and builds `LevelData` (parsed entities, tables). The install transaction installs the program, runs `codescripts/struct::initstructs` synchronously (it must not wait), spawns the map entities, sets the `mapname` and `g_gametype` dvars and schedules the `Iw4Startup` entries before authority ticks: the gametype `main`, the map `main` (if present), then `_callbacksetup`'s `codecallback_startgametype`. Missing dependencies, unsupported syntax, unresolved names and unbound natives fail the transaction. Map entities: `worldspawn` is kept as level settings (`getnorthyaw`), `script_struct` blocks become plain objects appended to `level.struct`, and every other block, known classname or not, becomes a script entity with typed keys (`origin`, `angles`, `angle` as yaw, integer `spawnflags`/`count`/`health`/`dmg`/`maxhealth`, float `speed`/`radius`/`height`, strings otherwise). Every entity except a hud element carries `classname`, `code_classname` (`script_vehicle` for any `script_vehicle*`) and a zero `origin` and `angles` until something sets them. Entity numbers start at the first non-client slot. Names are normalized; traversal is rejected. The transaction announces its script outcome on stdout for a controller: `gsc: installed …` with the program fingerprint and module/function/native/entry counts once the world is published, `gsc: refused … stage=compile|install|entry fault="…"` when the load stopped at the script. `crates/approved_tests` records and asserts both. Natives are linked against a `Catalog` of the game's builtins (generated into `script/profile/iw4_catalog.rs`, split into function and method namespaces), not against the registry. An unqualified call resolves to a function in the same file, then a builtin in the call's namespace, then a unique include. Qualified names and `thread` calls never resolve to builtins. A developer builtin used as a statement compiles to nothing (arguments are not evaluated); using its value or referencing it fails the load. `prof_begin`/`prof_end` statements compile to nothing. SHA-256 covers decompressed source bytes after terminator removal. Fingerprints hash IR version 3 and each module's `(site, realm)`; server modules of the IW4 and T5 realms are instantiated. Calls, `::f` references (script `Function` or native `Builtin`), locals (per-function slots) and field names (symbol ids) are resolved at load, and `install` binds native slots once. UTF-8 and single-byte sources are supported; developer blocks are excluded. ## Language and scheduling IR supports calls/references/indirect calls, receiver threads, locals, object fields, arrays/index lvalues, constants, for/foreach/while, switch, conditional expressions, waits and receiver-bound events. Localized strings and animation literals retain separate value types. Values are `Int(i32)` and `Float(f32)`. The operator, cast, truth and string-conversion rules are: - int/int `/` yields a float. Division or `%` by zero yields zero and does not fault. - `% & | ^ << >>` accept ints only. - A type mismatch in `==` or a comparison is a runtime error. - Only ints and floats have truth. - Floats print with MSVC `%g`. - Overlong int literals wrap. Arrays copy on assignment and argument/event transfer; objects preserve aliases. Foreach snapshots sorted keys. Scheduling uses time buckets: - The run loop pops the head of the current bucket. - `wait` pushes to the head of its target bucket. - `waittillframeend` pushes to the tail of the current bucket. - `wait` counts server frames: an int is 20 frames per second, a float rounds `f * 20 + 0.5` down in f32, and a nonzero wait is at least one frame. A negative or too-long wait faults. `wait 0` resumes in the same frame, after the current thread yields. - `thread f()` runs `f` inline until its first yield, then the spawner continues. Calls and thread calls share a limit of 31 frames across the running thread and the spawners suspended under it. An endon that fires on a suspended spawner unwinds it when control returns to it. Events use one waiter list per program: - Notify walks the waiters oldest-registration first and never runs script. - Woken threads go to the head of the current bucket, so they resume newest first. - `waittillmatch` skips non-matching payloads silently. - `endon` is scoped to the registering frame. Firing it kills that frame and the frames above it. The caller resumes with `undefined`, or the thread ends if the root frame was killed. - An endon registered before a waittill on the same event wins. Deleting an entity ends the threads that `waittill` or `endon` on it, checked at the start of each tick and before a thread resumes. A thread whose `self` is deleted keeps running. The `delete` native sends `death` before retiring the entity. A deleted entity keeps its fields until the frame ends, so `death` handlers can still read them; after that, references point at a fieldless dead entity: field reads give `undefined`, writes land, `isdefined` is false and the id is reclaimed by heap collection. Runtime errors recover: the failed operation leaves `undefined` in place of its results and the thread carries on. A failed condition falls into the body, a failed switch takes the default, and a failed `foreach` operand iterates nothing. Each site is logged once (`gsc: runtime_error at=… fault="…"`) and counted. A thread that runs 16M instructions in one resumption is killed as a runaway loop (level startup runs in one frame and needs over a million on the larger maps). A panicking builtin is a runtime error of its caller. Array copies have bounds. Heap collection follows globals and live threads, including cycles; natives must keep persistent script values in script-owned roots rather than retain raw handles. ## Engine boundary and restoration Natives are grouped by what they touch; the core three: - `script/host/natives/iw4.rs`: dvars (`getdvar*` with an optional default for a missing dvar, `setdvar` storing a localized value as its reference, `setdvarifuninitialized`, `makedvarserverinfo`), precache and `loadfx` (allowed only while the first tick is loading), string helpers, presented client state (fog, vision, ambient). - `script/host/natives/math.rs`: math in degrees, vectors, deterministic randomness (a runtime-owned xorshift seeded from the program fingerprint, so clones and replays draw the same numbers), substrings, and string tables (case-insensitive lookups, `""` or `-1` when missing). - `script/host/natives/engine.rs`: entity queries and `spawn`, entity methods (origin, model, visibility, contents, link offsets, attachments), timed moves and rotations that notify `movedone`/`rotatedone`, radius-trigger `istouching`, `placespawnpoint`, hud elements, world traces against the map's clip, team scores and radar, match data, level settings, and weapon facts from the captured weapon table. Argument reads live in `script/host/args.rs`, array helpers in `script/host/arrays.rs`, and table lookup in `script/host/tables.rs`. All three use the one `Runtime` (`arrays`, `next_object`, `tables`, `rng`). The compiler is `sim::script::compiler`: `Token`/`lex` and the call, expression, assignment, and statement methods sit in child modules, and `Parser` stays in the parent. `SoundExists(alias)` checks the composed match sound-alias catalog, installed before script entry points run even when audio output is disabled. Host aliases resolve case-insensitively; imported aliases use an explicit `t5:` or `iw5:` prefix. A missing catalog reports an unavailable native error. Arguments use the usual script string conversion. `AmbientPlay(alias, [fadeSeconds])`, `AmbientStop([fadeSeconds])` and `SetAC130Ambience(alias, [fadeSeconds])` update persistent sound state in snapshots. The client prepares changed aliases, selects authored variants and applies voice fades. The player AC130 flag selects the separate AC130 track; leaving AC130 restores the normal track. Stops affect global ambience, while CreateFX emitters retain their own playback. Joining clients use the remaining fade deadline. `PlayRumbleOnEntity(name)` and `StopRumble(name)` are entity methods; `PlayRumbleOnPosition(name, position)` is a global function. Names must be registered by `PrecacheRumble` during script loading. These commands send ordered events to the client controller mixer. Authored rumble graphs determine motor intensity and duration; `broadcast`, `range` and `fadeWithDistance` determine spatial eligibility and attenuation. Represented moving entities use their presented positions. Named stops affect matching entity rumbles, including local weapon notetracks. Vibration preferences, focus, pad selection and player lifecycle still govern controller output. Missing definitions or graphs are diagnosed by the client. `PlaySound(alias)` and `PlaySoundAsMaster(alias)` emit the same spatial sound event in the MP runtime. They take one alias argument and require a live entity; a valid alias is sent before an extra notify argument produces an error. Missing aliases, looping aliases, unavailable looping flags, and a full sound-alias configstring table produce errors without emitting an event. Use `PlayLoopSound` for looping aliases. Sounds the scripts play (`playLocalSound`, `playSoundToPlayer`, `playSoundToTeam`) reach the client. Effects, rumble and earthquakes validate their receiver and are kept in `Runtime.presented` or dropped. In-game menus (team, class, escape, leave-game, scoreboard header) and the IW4L frontend run from menuDefs through the same ordered GPU menu pass. `crates/ui/menus/frontend.json` defines IW4L navigation and native menu styling; frontend service commands connect it to session and master APIs. `MoveSlide(center, radius, velocity)` starts continuous script-mover motion with an offset collision sphere, gravity and collision-plane sliding plus an 18-unit step attempt. `slideVelocity` reads the current velocity and accepts finite vector writes while sliding; it reads zero when inactive. `StopMoveSlide()` freezes the current pose without emitting `movedone`. Stop sliding before a timed origin move. Linked players follow the mover and are excluded from its collision query. `CanMantle()` probes the current player's facing direction against mantle surfaces, landing space and clearance using the movement collision backend. It leaves player state unchanged. `ForceMantle()` repeats that probe and enters the existing mantle root-motion controller without requiring jump input. Dead or linked players and unavailable ledges cannot start a mantle; a failed force request reports a native error. Authored mantle animations are used when loaded, with the existing movement fallback otherwise. `AllowADS(bool)` gates ADS through the replicated player weapon flags. `AllowSprint(bool)` gates new sprints and ends an active sprint when disabled. `IsReloading()` and `IsSwitchingWeapon()` inspect both weapon hands; `IsDualWielding()` inspects the held inventory weapon's dual-wield latch. `GetCurrentWeaponClipAmmo()` reads the held weapon's primary-hand clip, and `GetOffhandPrimaryClass()` reads the current offhand class. `SwitchToWeaponImmediate(weapon)` arms an owned weapon immediately, cancels its pending switch/reload state and preserves the player's ammo inventory. `MoveX/Y/Z(distance, seconds, accelSeconds = 0, decelSeconds = 0)` move an non-player entity by a relative distance along the corresponding world axis, with the same ramp and `movedone` behavior as `MoveTo`. `IsLinked()` reads the active entity or player link. `LocalToWorldCoords(vector)` rotates a local vector by the entity's angles and adds its origin; players use their current view angles. `GetFirstArrayKey(array)` and `GetNextArrayKey(array, previousKey)` traverse keys in the same deterministic descending order as `GetArrayKeys`, preserving integer and string key types. Empty arrays and the end return undefined. A previous key must still exist; mutation during iteration is not stabilized. `Kick(clientNumber, reason = "EXE_PLAYERKICKED")` requests client retirement. The reason must contain 1–256 bytes and no control characters. Repeated requests before retirement preserve the first reason. The client receives a terminal control failure through the existing reliable route; transport membership is retired, and the next authority tick runs the script disconnect callback and removes the player, owned HUD, trigger claims and command state. `SetSlowMotion(startScale, endScale = 1, seconds = 1)` changes the rate of the 50 ms gameplay ticks and the client game clock. Script waits, entity mechanics, weapons and player simulation follow that rate together. Scales must be finite and positive; zero duration applies the end scale immediately. The transition is linear over real time: its phase is recovered from the integrated game clock so snapshots and late joins share the same transition. Bevy frame quantization and its time clamp still apply. Raw input timing and connection clocks use real time. Removing the match's time policy restores normal speed. `PhysicsExplosionSphere(origin, outerRadius, innerRadius, magnitude)` applies an outward impulse with an upward bias, full strength inside the inner radius and linear falloff to zero at the outer radius. It wakes server bodies registered by `PhysicsLaunchServer/Client`, including bodies that have settled, and sends the sphere to clients for map props with a physics preset. Client props use their mass and explosive-force scale; server script bodies use unit mass. Timed scripted movement or vehicle teleport cancels a server body's physical motion. Killstreak hardware: - `spawnHelicopter` arms the vehicle with its VehicleDef `turretWeaponName` (captured from the zone, including weapon bodies loaded inline through the vehicle), so the gunner's `turret_fire` → `fireWeapon` loop needs no `setVehWeapon`. Turret and vehicle weapons with clip 0 or zero fire/raise times are valid combat rows. - Sentry placement traces a ray to 42 + 5 units ahead, a ±30 box drop, normal ≥ 0.7, then four feet (17, 20, 10) traced 20 down that tilt the seat, failing when two miss. A failed placement keeps the fallback pose. `setContents(0)` makes the carried turret non-solid, so the traces skip it; `setContents` returns the previous contents for the restore pattern. - `notifyOnPlayerCommand` notifies go out for every bound command, including `+actionslot N`; `+breath_sprint`, `+stance` (tap crouch, 300 ms hold prone) and `centerview` act on the client. - The laptop map (`setminimap` frame, location selection with direction and yaw) draws from the map's compass corners. - Entity allocation is shared by movers, grenades, missiles and dropped items. A full pool drops the new entity with a warning instead of ending the match. `radiusDamage` with an invalid area and `glassRadiusDamage` are no-ops. - A dying player gets `death` (with the attacker) before `CodeCallback_PlayerKilled`; the stock scripts send it themselves only for faux death, so every player `endon( "death" )` thread depends on it. The client draws a carried sentry at the authority's 20 Hz pose, not re-placed per frame from the predicted player state. The scripts drive the match phase. Every `level` notify is recorded as a signal, and the simulation reads them after the scheduler each tick: `prematch_over` finishes the prematch (movement unlocks), `exitlevel` moves to intermission. `map_restart` frees the level's entities and hud elements, reloads the scripts and keeps the primitive part of `game` (and `pers` when asked to persist). Disconnect requests from transport are queued for an authority frame. The player callback runs before Rust removes the player state and metadata; it can still read the name, score and team while the scripts remove the player from their lists. Scripts run and are checked only on authority frames (`try_step`/`step` with `StepReason::AuthorityFrame`); prediction of new and replayed commands steps a script-less world. Per-client script control constraints travel in snapshots and are restored before prediction and command replay. Button-query natives sample raw commands from the current authority frame, including presses between its first and last commands. Clones preserve program, heap, threads and waits. Shutdown resets them. Restoring snapshots into an installed authority VM rejects absent script state. Persistent replay pinning/restoration and client-role lifecycle evidence are still missing. Only terminal faults (exhausted identifiers, inconsistent IR) are sticky; they end the match and return the host to the lobby. Earlier writes are not rolled back. `GetMissileOwner(missile)` returns the original player entity for an adopted missile, including a lingering grenade after explosion. It returns undefined after that player disconnects; reconnecting in the same client slot does not transfer ownership. Damage triggers support `EnableGrenadeTouchDamage()` and `DisableGrenadeTouchDamage()`. Enabled triggers test the grenade's actual swept movement through their hulls and emit `damage` (inner explosion damage, grenade entity, direction, zero point, MOD_GRENADE), then `trigger` when threshold, accumulate and response flags permit activation. Bullet segments and radius damage use the same activation policy without requiring grenade touch to be enabled. Splash uses bounds distance, cone/visibility samples and per-entity radius eligibility. Single-use triggers retire after notification delivery. Melee tests its central trace with base damage, including physical misses. Terminal missile impacts test their collision point; duds report MOD_IMPACT. Adopted projectile impact/splash attribution uses the captured owner object across client-slot reuse. `IsUsingTurret()` reads the player's authoritative turret-active prone/duck flags. ## Remaining A live bomb plant/defuse check. Native IW4L menus can create a private lobby, select a map/mode, start a match and return to the frontend. Browser/public-lobby actions are connected but still need multiplayer validation. Display mode/resolution, brightness, volume, VSync, shadows, depth of field and bloom are bound to runtime settings and persisted locally. Surround output, voice/chat settings, third-person camera and spectator restrictions remain incomplete. A true dedicated server still runs on the listen runtime.