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Death effects: SHATTER fragments, and explosions after the Killed script sleeps #28

Description

@CubeB

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.

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    fidelityMatching what TotalA.exe doesrendererOpenGL rendering pipeline

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