Killed(severity) runs on death and COB explode is implemented, with two gaps:
- SHATTER is approximated with dark fragments rather than the model's own polygons flying apart. What the original does is not decoded yet.
- Only explosions issued before the
Killed script's first sleep are seen, because the script stops when the unit is removed.
Where to look: COB explode in src/rwe/cob/, death handling in src/rwe/sim/GameSimulation.cpp, and debris and particles in the game scene.
Watch for: anything that changes when a unit is removed is sim behaviour and must stay deterministic.
Done when: a shattering unit breaks into its own polygons, and a script that sleeps before a second explode shows both.
One item, one PR. Opened from the unchecked Phase 1 list in docs/ROADMAP.md; the findings it cites are in docs/TOTALA-EXE.md.
Killed(severity)runs on death and COBexplodeis implemented, with two gaps:Killedscript's first sleep are seen, because the script stops when the unit is removed.Where to look: COB
explodeinsrc/rwe/cob/, death handling insrc/rwe/sim/GameSimulation.cpp, and debris and particles in the game scene.Watch for: anything that changes when a unit is removed is sim behaviour and must stay deterministic.
Done when: a shattering unit breaks into its own polygons, and a script that sleeps before a second
explodeshows both.One item, one PR. Opened from the unchecked Phase 1 list in
docs/ROADMAP.md; the findings it cites are indocs/TOTALA-EXE.md.