JohnM fa0a1c3e17 Let dead bodies fall off edges, slide down walls and follow the ground
A body whose death animation carried it past an edge stayed in the air at
its death height, until newer deaths recycled the slot. The open side of
the cliff stairs on mp_estate showed it often. phase_run_corpse_move set a
body resting (TR_INTERPOLATE, not falling) after every unblocked animation
step and never looked for ground there. Its only downward probe ran for
ragdolls, which never start, and its test was reversed.

One body's server tick is now step_corpse:
- on the ground only the animation step's x/y moves the body. It follows
  the ground down by up to a stair step (18 units), so it goes down slopes
  and stairs without hopping. With nothing within a step below it falls
  from rest, so it goes over an edge instead of floating;
- in the air the trajectory keeps its clock and speed, so gravity builds,
  and the animation step is added to its base once;
- a falling body that meets a wall slides down it with the vertical speed
  it had and lands. Before, it restarted its fall from rest every tick and
  stood pinned against the wall for up to a second;
- a body stopped part way on the ground moves its trajectory base with it,
  so clients draw it where it stopped.

The clone velocity clamp now holds x and y to 80 in both directions.
Before, only +x and +y were held, so a body thrown toward -x or -y flew
further.

Seen on the Mac (mp_favela, seven point-blank shotgun kills of a bot on an
open terrace, pb_shotgun_death_back2): the body travels 106-111 units (the
clip's root motion is 120), drops over the terrace edge, lands after
0.35 s and slides down the slope without falling again. Against a wall it
slides down and lands in 0.2 s. A player killed 300 units up lands in
0.8 s. On an iPhone build, bodies killed on the mp_estate cliff stairs
dropped onto the slope, and point-blank shotgun kills on mp_favela flew
back a little and dropped.

There is still no ragdoll, so the death clips' root motion still moves the
body, their end poses (legs up, headstands) remain, and limbs can still
reach into walls.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:20:48 +10:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00
2026-10-08 12:33:49 +08:00
2026-09-13 13:52:33 +03:00
2026-10-08 12:33:49 +08:00
2026-10-08 12:33:49 +08:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00
2026-09-13 13:52:33 +03:00

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.

Bomb planting in IW4L Tanker explosion in IW4L

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

  1. Download iw4l-windows.zip from Releases and extract it into an empty writable folder. The archive password is t.me/contextrot.
  2. Launch iw4l.exe. It finds MW2 in your Steam libraries and creates a Modern Warfare 2.lnk shortcut 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

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.

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