The client kept a corpse's animation tree only while the corpse's tr_time stayed the same. The server changes tr_time whenever a body's fall changes: when it goes over an edge, when it slides down a wall, and when it lands. Each change copied the tree again from the victim, whose tree is already gone because a dead player is not posed, so the corpse got a fresh tree with the death clip back at its first frame. Bodies flew off standing upright in the clip's first 50 ms, stood against walls, and then played the whole fall again where they stopped. The server now stamps each corpse slot with the level time of the death (spawn_time_ms, sent with the corpse pool), and the client keys the tree on that time and the victim. Both stay the same for one body's life and change when the slot holds another body. When there is no victim tree to copy (a body first seen late, or an entity number that now holds another body), the fresh tree starts as far into the death clip as the body is old, so an old body shows the pose it already lies in instead of dying again. The corpse pool's wire format changes, so PROTOCOL_VERSION is 117. Seen on the Mac (mp_favela, point-blank SPAS-12 kills of a bot on an open terrace, with temporary logging): every body copies its tree once and its death clip plays once, from the victim's pose to the end. Before, the same kill copied it 18 times and drew the body upright in the clip's first 50 ms for about 0.8 s. On an iPhone build, point-blank shotgun kills on mp_favela no longer glided off upright, stood pinned to walls or replayed their fall. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IW4L
IW4L is an open-source runtime for Call of Duty: Modern Warfare 2 (2009), written in Rust with Bevy. Point it at a copy of MW2 you already own and it loads that installation's maps, models, textures and weapons into its own engine. You can try implemented movement and combat on multiplayer maps, then inspect or change how those systems work.
What you can try
Explore maps, fight bots, and record and replay demos. Gameplay remains incomplete; expect missing behavior, bugs and desyncs. The asset readers also cover MW3 and Black Ops.
APIs, configuration, caches and the wire protocol change between commits; multiplayer peers must run the same build.
Windows: prebuilt release
- Download
iw4l-windows.zipfrom Releases and extract it into an empty writable folder. The archive password ist.me/contextrot. - Launch
iw4l.exe. It finds MW2 in your Steam libraries and creates aModern Warfare 2.lnkshortcut next to itself. For an install outside Steam, create that shortcut to your MW2 folder yourself.
For online play, put the .iw4l-server file you received from a server operator next
to iw4l.exe. With it the game finds that master and updates itself on launch. Details:
Windows guide.
Build and run
Install Rust through rustup and GNU Make. Build dependencies cover Linux's C/C++ toolchain and system libraries, and macOS's Xcode command line tools. Windows instructions cover building and arranging a portable folder.
You need your own installed MW2 Multiplayer data. IW4L
distributes no game assets and reads installations without patching or replacing their
files. Caches, demos and logs go under iw4l-artifacts/; Linux settings use a separate
configuration directory described in the run guide.
From the repository root:
cp .env.example .env
# Edit .env: set IW4L_GAMES to the folder containing your game installations.
make map mp_boneyard CMDS='wait world; spawn 0; force_match_start; bot add 3'
This builds the optimized play profile and starts a local match with three bots.
force_match_start skips the warmup that otherwise freezes movement.
Inside the engine
| Area | Implementation |
|---|---|
| Assets | Native FastFile readers convert game data into a shared intermediate representation. |
| Shaders | Retail Direct3D 9 Shader Model 3 bytecode is translated to WGSL. |
| Rendering | World geometry, models and effects feed one sorted draw-surface list. |
| Simulation | Server authority, client prediction and replay share one simulation step over explicit Bevy ECS state. |
| Networking | Custom UDP traffic; a QUIC master provides browsing and relaying. The host simulates the match. |
Where to go next
- Run guide: console commands, classes and demo playback; master setup for playtests.
- Rendering and simulation: inspect the engine's implementation.
- Map loading, GSC runtime and bot AI: starting points for experiments and modifications.
- Documentation index, contributing and security reports.
This whole project is written by an LLM.
Acknowledgements and license
Thank you to all contributors for code, bug reports, testing and feedback. Special thanks to ju1cedr1nker and silvernote03 for QA testing weapons, maps, attachments and other gameplay features.
OpenAssetTools and its iw4x-x64 fork informed asset layouts; IW4x informed asset and protocol behavior; KisakCOD informed engine structure. Ghidra was used to inspect the original binaries.
Movement implementation history and source boundaries are recorded in its provenance note.
IW4L's source is licensed under Apache 2.0. Preserve required attribution and bundled font license texts when redistributing; see NOTICE. Original game assets and trademarks belong to their owners. IW4L is unaffiliated with them.

