{ "basis": "Read-only original package path inventory. Category assignment is an inference from file names and directories, not a code audit or proof of feature equivalence. All original script entries have a tracked responsibility; none is marked complete solely from this mapping.", "acceptance": "docs/acceptance.json", "features": [ { "id": "alternate_starts", "title": "Helicopter-crash and hideout starts", "scope": "later", "status": "pending", "original_scripts": [ "Scripts/Game/Components/ESCT_HelicrashHelicopterComponent.c", "Scripts/Game/Components/Start/ESCT_HelicrashStartComponent.c", "Scripts/Game/Components/Start/ESCT_HideoutStartComponent.c", "Scripts/Game/Entities/ESCT_HelicrashLocationHolder.c" ], "replacement_files": [], "remaining": "Author separate layouts and progression rules after the prison release." }, { "id": "spectators", "title": "Spectators and follow cameras", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Camera/Components/ESCT_AssignTargetManualCameraComponent.c", "Scripts/Game/Camera/Components/ESCT_AttachToPlayerManualCameraComponent.c", "Scripts/Game/Camera/Components/ESCT_LookAtTargetManualCameraComponent.c", "Scripts/Game/Camera/Components/ESCT_OrbitDistanceManualCameraComponent.c", "Scripts/Game/Camera/Components/ESCT_OrbitPlayerManualCameraComponent.c", "Scripts/Game/Camera/Components/ESCT_SpectatorUIManualCameraComponent.c", "Scripts/Game/Components/Editor/ESCT_SpectatorMenuLayoutEditorComponent.c", "Scripts/Game/Components/PlayerController/ESCT_SpectatorComponent.c", "Scripts/Game/GameMode/Components/ESCT_AmbientCameraDirectorComponent.c", "Scripts/Game/UI/ScreenEffects/ESCT_SpectatorBleedingScreenEffect.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_Observer.c" ], "remaining": "Spectator reason messages and survivor-cycling guidance are added and compile. Verify visible presentation, remote streaming, target changes and death/reconnect on real clients." }, { "id": "environment", "title": "Time, weather, lights and night options", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/AI/ScriptedNodes/Conditions/ESCT_AIDecoIsSunset.c", "Scripts/Game/Actions/ESCT_LightUserAction.c", "Scripts/Game/Actions/ESCT_SwitchLightUserAction.c", "Scripts/Game/Components/ESCT_IndoorLampComponent.c", "Scripts/Game/Components/ESCT_IndoorLampSwitchProxyComponent.c", "Scripts/Game/Editor/Containers/Actions/ESCT_ToggleLocalEditorLimitedNightModeToolbarAction.c", "Scripts/Game/GameMode/ESCT_NightModeGameModeComponent.c", "Scripts/Game/GameMode/Misc/ESCT_TimeOfDay.c", "Scripts/Game/Misc/ESCT_Weather.c", "Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_EnvironmentTab.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_TimeService.c", "docs/mission-time.md", "addons/core/Scripts/Game/ERR/ERR_EnvironmentService.c", "docs/environment.md" ], "remaining": "Local native clock, saved date/weather choices and two real restart rounds pass. Remote agreement, lighting and long-running day/night transitions still require validation." }, { "id": "presentation_audio", "title": "Voice, music, feedback and effects", "scope": "later", "status": "pending", "original_scripts": [ "Scripts/Game/Components/ESCT_BarrelDamageManager.c", "Scripts/Game/Components/ESCT_BarrelSoundEffectComponent.c", "Scripts/Game/Components/FlareMine/ESCT_ProjectileSpawnerComponent.c", "Scripts/Game/Components/PlayerController/ESCT_EscapistsFeedbackComponent.c", "Scripts/Game/Components/Radio/ESCT_RadioSoundComponent.c", "Scripts/Game/EffectModule/ESCT_RocketBarrageEffectsModule.c", "Scripts/Game/GameMode/Components/ESCT_VoiceoverComponent.c", "Scripts/Game/Misc/ESCT_BarrelFlammableHitZone.c", "Scripts/Game/Misc/ESCT_EscapistsHint.c", "Scripts/Game/Music/ESCT_ApproachHelipadMusic.c", "Scripts/Game/Music/ESCT_DefendRadioMusic.c", "Scripts/Game/Music/ESCT_FlyAwayMusic.c", "Scripts/Game/Systems/ESCT_VoiceoverSystem.c", "Scripts/Game/VON/ESCT_VONController.c" ], "replacement_files": [], "remaining": "Review which feedback is required for clear play; author replacements without importing original audio or UI assets." }, { "id": "medical", "title": "Health, unconsciousness and casualty handling", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Actions/ESCT_LoadCasualtyVehicleUserAction.c", "Scripts/Game/Components/Damage/ESCT_HelicopterDamageManagerComponent.c", "Scripts/Game/Components/ESCT_MedicalStorageArsenalComponent.c", "Scripts/Game/Components/ESCT_PlayerDamageManagerComponent.c", "Scripts/Game/Components/ESCT_StaticHospitalComponent.c", "Scripts/Game/Components/PlayerController/ESCT_WithstandComponent.c", "Scripts/Game/Components/SupportStations/ESCT_LoadCasualtyVehicleSupportStationComponent.c", "Scripts/Game/Enums/ESCT_EHealthType.c", "Scripts/Game/Misc/ESCT_Health.c", "Scripts/Game/Misc/ESCT_PlayerHitZone.c", "Scripts/Game/UI/HUD/ESCT_UnconsciousInfoDisplay.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_Actors.c", "addons/core/Scripts/Game/ERR/ERR_GameMode.c" ], "remaining": "Local native blood-loss treatment, consumed supplies, consciousness recovery, ground casualty loading and vanilla door removal pass bounded fixtures. Verify ordinary input/animation, remote ownership, bleedout, interrupted treatment and flight with casualties." }, { "id": "enemy_coordination", "title": "Enemy coordination, support and threat assessment", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/AI/Behavior/ActivityFeatures/ESCT_AIActivityCallForSupportFeature.c", "Scripts/Game/AI/Behavior/ActivityFeatures/ESCT_AIActivityIllumFlareFeature.c", "Scripts/Game/AI/Behavior/ESCT_AICallForSupportActivity.c", "Scripts/Game/AI/Behavior/ESCT_AICallSupportToBehavior.c", "Scripts/Game/AI/Behavior/ESCT_AIVehicleBehavior.c", "Scripts/Game/AI/Components/ESCT_AIGroupInfoComponent.c", "Scripts/Game/AI/Components/ESCT_AIGroupUtilityComponent.c", "Scripts/Game/AI/Reaction/ESCT_AIGoalReaction.c", "Scripts/Game/AI/ScriptedNodes/Generated/EscapistsSendGoalMessage.c", "Scripts/Game/AI/ScriptedNodes/Generated/EscapistsSendInfoMessage.c", "Scripts/Game/AI/ScriptedNodes/Generated/EscapistsSendOrder.c", "Scripts/Game/AI/ScriptedNodes/Groups/ESCT_AICallSupport.c", "Scripts/Game/AI/ScriptedNodes/Groups/ESCT_AICallSupportTo.c", "Scripts/Game/AI/ScriptedNodes/Messages/ESCT_AIMessage.c", "Scripts/Game/Components/ESCT_EditableSupportComponent.c", "Scripts/Game/Components/ESCT_SupportCallerComponent.c", "Scripts/Game/Components/Heli/ESCT_HeliBehaviourBaseComponent.c", "Scripts/Game/Components/Heli/ESCT_HeliFlyByComponent.c", "Scripts/Game/Components/Heli/ESCT_HeliLoiterComponent.c", "Scripts/Game/Components/Heli/ESCT_HeliStrikeFireComponent.c", "Scripts/Game/Components/Heli/ESCT_HeliStrikeMovementComponent.c", "Scripts/Game/Entities/ESCT_AIGroup.c", "Scripts/Game/Enums/ESCT_ESupportStationType.c", "Scripts/Game/Enums/Support/ESCT_ESupportState.c", "Scripts/Game/Enums/Support/ESCT_ESupportType.c", "Scripts/Game/GameMode/Components/ESCT_WaypointManager.c", "Scripts/Game/Misc/ESCT_AirstrikeConfig.c", "Scripts/Game/Support/ESCT_SupportInfo.c", "Scripts/Game/Support/ESCT_SupportPicker.c", "Scripts/Game/Support/ESCT_SupportPresentationConfig.c", "Scripts/Game/Support/ESCT_SupportSystemConfig.c", "Scripts/Game/Support/SupportTypes/ESCT_HeliLoiterSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_HeliStrikeSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_IlluminationMortarBarrageSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_LightVehicleSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_MortarBarrageBase.c", "Scripts/Game/Support/SupportTypes/ESCT_MortarBarrageSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_QRFSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_QRFVehicleSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_RocketArtillerySupport.c", "Scripts/Game/Support/SupportTypes/ESCT_SmokeMortarBarrageSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_SpecOpsSupport.c", "Scripts/Game/Support/SupportTypes/ESCT_SupportBase.c", "Scripts/Game/Systems/ESCT_SupportSystem.c", "Scripts/Game/Tasks/SupportEntities/ESCT_BaseTaskSupportEntity.c", "Scripts/Game/Tasks/SupportEntities/ESCT_DefendRadioTaskSupportEntity.c", "Scripts/Game/ThreatAssessment/ESCT_ThreatAssessmentConfig.c", "Scripts/Game/Utility/ESCT_GroupDirector.c" ], "replacement_files": [ "addons/ai/Scripts/Game/ERR/ERR_HQ.c", "addons/ai/Scripts/Game/ERR/ERR_HQNetwork.c", "addons/ai/Scripts/Game/ERR/ERR_MortarSystem.c" ], "remaining": "HQ alone coordinates physical forces. Finite mortar firing, expiry and physical courier delivery have bounded native evidence; new report refresh compiles but remains unqualified. Actor-local flight controls and powered takeoff are demonstrated, but pitch oscillation still prevents hover/landing qualification. Complete full salvo/impact, operational HQ aircraft support, transport/rearming and losses without spawning responses." }, { "id": "ambient", "title": "Ambient patrols, vehicles and civilians", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/AmbientEvents/AmbientEventTypes/ESCT_AmbientEventBase.c", "Scripts/Game/AmbientEvents/AmbientEventTypes/ESCT_HeliFlybyEvent.c", "Scripts/Game/AmbientEvents/AmbientEventTypes/ESCT_VehiclePatrolEvent.c", "Scripts/Game/AmbientEvents/ESCT_AmbientEventInfo.c", "Scripts/Game/AmbientEvents/ESCT_AmbientEventPicker.c", "Scripts/Game/AmbientEvents/ESCT_AmbientSystemConfig.c", "Scripts/Game/Components/ESCT_AmbientPatrolSpawnPointComponent.c", "Scripts/Game/Components/ESCT_AmbientVehicleSpawnPointComponent.c", "Scripts/Game/Components/ESCT_EditableAmbientEventComponent.c", "Scripts/Game/Components/Locations/ESCT_CivilianPresenceComponent.c", "Scripts/Game/Enums/AmbientEvent/ESCT_EAmbientEventType.c", "Scripts/Game/GameMode/Components/ESCT_AmbientVehicleComponent.c", "Scripts/Game/GameMode/Components/ESCT_CivilianManagerComponent.c", "Scripts/Game/Systems/ESCT_AmbientEventSystem.c", "Scripts/Game/Systems/ESCT_AmbientPatrolSystem.c", "Scripts/Game/Systems/ESCT_AmbientVehicleSystem.c" ], "replacement_files": [], "remaining": "Two bounded physical patrol routes and HQ Search preemption/resumption pass local native checks. Qualify perception/report transit, wider population needs, losses and measured runtime cost without alert-driven population duplication." }, { "id": "factions", "title": "Faction, group and asset catalogs", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/EntityCatalog/ESCT_EntityCatalogManagerComponent.c", "Scripts/Game/EntityCatalog/EntityCatalogEntryData/ESCT_EntityCatalogEntryData.c", "Scripts/Game/Enums/ESCT_EFactionType.c", "Scripts/Game/Enums/ESCT_EInsurgentsOption.c", "Scripts/Game/Enums/ESCT_ELookupExclusionType.c", "Scripts/Game/Enums/ESCT_EMilitaryBranchType.c", "Scripts/Game/Enums/ESCT_EUnitRole.c", "Scripts/Game/Factions/ESCT_Faction.c", "Scripts/Game/Factions/ESCT_FactionLookupValue.c", "Scripts/Game/Factions/ESCT_FactionManager.c", "Scripts/Game/Factions/ESCT_PlayerFactionInfo.c", "Scripts/Game/Factions/FactionLookup/ESCT_CharacterLookup.c", "Scripts/Game/Factions/FactionLookup/ESCT_FactionLookup.c", "Scripts/Game/Factions/FactionLookup/ESCT_GroupLookup.c", "Scripts/Game/GameMode/Misc/ESCT_MilBranchInfo.c", "Scripts/Game/Utility/ESCT_EntityCatalogHelper.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_FactionCatalog.c", "addons/core/Configs/ERR/VanillaFactions.conf" ], "remaining": "Narrow successor vanilla catalogs compile and initialize without earlier vehicle-schema errors; preserve required faction, medical, item and radio behavior. Verify remote affiliation and full mission use. Alternative faction packs remain later scope." }, { "id": "prison", "title": "Prison layout, locks and initial equipment", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Actions/ESCT_LockedDoorUserAction.c", "Scripts/Game/Actions/ESCT_LockpickDoor.c", "Scripts/Game/Components/ESCT_EquipmentSlotArsenalPrisonComponent.c", "Scripts/Game/Components/ESCT_LockedDoorComponent.c", "Scripts/Game/Components/ESCT_PrisonDoorComponent.c", "Scripts/Game/Components/ESCT_WeaponRackArsenalPrisonComponent.c", "Scripts/Game/Components/Start/ESCT_PrisonComponent.c", "Scripts/Game/Components/Start/ESCT_StartAreaComponent.c", "Scripts/Game/Entities/Locations/ESCT_StartArea.c", "Scripts/Game/Enums/ESCT_EStartType.c", "Scripts/Game/GameMode/Misc/ESCT_StartAreaSelector.c", "Scripts/Game/Tasks/ESCT_LockpickTask.c" ], "replacement_files": [ "addons/core/Prefabs/ERR/Prison.et", "addons/core/Scripts/Game/ERR/ERR_Actions.c" ], "remaining": "Manual access, equipment for twelve players, layouts, threat balance and start placement need validation." }, { "id": "extraction", "title": "Extraction vehicle and round results", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Components/ESCT_EscapeHelicopterComponent.c", "Scripts/Game/Entities/Locations/ESCT_Helipad.c", "Scripts/Game/GameMode/Components/ESCT_WinLoseHandlerComponent.c", "Scripts/Game/GameOverScreen/ESCT_EGameOverTypes.c", "Scripts/Game/UI/GameOverScreens/ESCT_GameOverScreenEscapistsUIComponent.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_ExtractionService.c", "addons/core/Scripts/Game/ERR/ERR_PlayerEscapeResult.c", "addons/core/Configs/ERR/GameOverScreens.conf" ], "remaining": "Physical twelve-character occupancy, local identity/results, initial aircraft settling, ground loading and vanilla casualty removal have native evidence. Manual piloting/boarding, real reconnect, empty-server flight, remote rescue contention and loss/restart acceptance remain." }, { "id": "objectives_intel", "title": "Radio objectives, tasks and discovery", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Actions/ESCT_RadioAction.c", "Scripts/Game/Actions/ESCT_ReceiveRadioMessageAction.c", "Scripts/Game/Actions/ESCT_TuneRadioFrequencyAction.c", "Scripts/Game/Components/ESCT_LocationMapUIComponent.c", "Scripts/Game/Components/ESCT_StaticInsurgentRadioStationComponent.c", "Scripts/Game/Components/ESCT_StaticRadioStationComponent.c", "Scripts/Game/Entities/ESCT_DefendRadioTaskPresentation.c", "Scripts/Game/Entities/ESCT_Radio.c", "Scripts/Game/Entities/ESCT_RadioSlotEntity.c", "Scripts/Game/Entities/Locations/ESCT_RadioStation.c", "Scripts/Game/GameMode/Components/ESCT_TaskAssignerComponent.c", "Scripts/Game/Systems/ESCT_KnownLocationsSystem.c", "Scripts/Game/Tasks/ESCT_DefendRadioTask.c", "Scripts/Game/Tasks/ESCT_RadioTask.c", "Scripts/Game/Tasks/ESCT_Task.c", "Scripts/Game/Tasks/ESCT_TaskInfoConfig.c", "Scripts/Game/Tasks/ESCT_TriggerTask.c", "Scripts/Game/UI/Components/ESCT_EscapistsMapUIBase.c", "Scripts/Game/UI/Escapists/ESCT_MapEscapistsUI.c", "Scripts/Game/UI/HUD/ESCT_DefendTaskDisplay.c", "Scripts/Game/Utility/ESCT_TaskFuncs.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_Objectives.c", "addons/core/Scripts/Game/ERR/ERR_DiscoveryService.c", "addons/core/Scripts/Game/ERR/ERR_DiscoveryMap.c", "addons/core/Scripts/Game/ERR/ERR_RadioDefenceService.c", "addons/core/Scripts/Game/ERR/ERR_ObjectiveDetails.c" ], "remaining": "Independent radio defence and native task-detail refresh are implemented. Validate visible task/map usability, simultaneous real clients, discovery replication and complete manual objective route." }, { "id": "scavenging", "title": "Physical equipment, storage and scavenging", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Actions/ESCT_OpenVehicleStorageAction.c", "Scripts/Game/Actions/ESCT_ResourceContainerVehicleLoadAction.c", "Scripts/Game/Actions/ESCT_ResourceContainerVehicleUnloadAction.c", "Scripts/Game/Actions/ESCT_ResourceEntityRefundAction.c", "Scripts/Game/Components/ESCT_EditableStorageComponent.c", "Scripts/Game/Components/ESCT_EditableVehicleStorageComponent.c", "Scripts/Game/Components/ESCT_EquipmentSlotArsenalComponent.c", "Scripts/Game/Components/ESCT_LocationStorageComponent.c", "Scripts/Game/Components/ESCT_StorageArsenalComponent.c", "Scripts/Game/Components/ESCT_WeaponRackArsenalComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationStorageManagerComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationWeaponRackManagerComponent.c", "Scripts/Game/Entities/ESCT_EquipmentSlotEntity.c", "Scripts/Game/Entities/ESCT_StorageSlotEntity.c", "Scripts/Game/Entities/ESCT_WeaponRack.c", "Scripts/Game/Entities/ESCT_WeaponRackSlotEntity.c", "Scripts/Game/Enums/ESCT_EMilitaryCrateType.c", "Scripts/Game/GameMode/Loadout/ESCT_EArsenalGameModeType.c", "Scripts/Game/GameMode/Misc/ESCT_EquipmentInfo.c", "Scripts/Game/Misc/ESCT_ArsenalItem.c", "Scripts/Game/Misc/ESCT_ArsenalItemDisplayData.c", "Scripts/Game/State/ESCT_EquipmentSlotState.c", "Scripts/Game/State/ESCT_StorageState.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_SiteService.c", "addons/core/Prefabs/ERR/SupplyCache.et" ], "remaining": "Two independent clue caches and optional medical/outpost stock are authored. Manual access, route balance, medical treatment, destruction and network ownership remain unverified; finite stock replaces refill systems." }, { "id": "vehicles", "title": "Usable vehicles, locks, alarms and navigation", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Actions/ESCT_BreakIntoVehicleAction.c", "Scripts/Game/Actions/ESCT_CompartmentHoldAction.c", "Scripts/Game/Actions/ESCT_GetInUserAction.c", "Scripts/Game/Actions/ESCT_OpenVehicleDoorUserAction.c", "Scripts/Game/Components/ESCT_CarAlarmComponent.c", "Scripts/Game/Components/ESCT_CharacterSpawnVehicleAssistantComponent.c", "Scripts/Game/Components/ESCT_VehicleForceEjectComponent.c", "Scripts/Game/Components/ESCT_VehicleOccupantReactionComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationVehicleManagerComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationVehiclePatrolManagerComponent.c", "Scripts/Game/Entities/ESCT_VehicleSpawnPoint.c", "Scripts/Game/Global/ESCT_VehicleDirector.c", "Scripts/Game/Misc/ESCT_VehicleHitZone.c", "Scripts/Game/State/ESCT_PatrolVehicleState.c", "Scripts/Game/State/ESCT_VehicleSpawnPointState.c", "Scripts/Game/Utility/ESCT_RoadNavigation.c", "Scripts/Game/Vehicle/ESCT_VehicleControllerComponent.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_SiteService.c", "docs/ground-transport.md" ], "remaining": "Finite optional vanilla ground transport passes native parking, seats, engine, fuel depletion and loss checks. Manual driving/access, route navigation, repair, alarms and remote vehicle ownership remain validation/integration work." }, { "id": "population", "title": "Locations, compositions and population ownership", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Components/ESCT_LocationItemComponent.c", "Scripts/Game/Components/ESCT_LocationPatrollerComponent.c", "Scripts/Game/Components/ESCT_PopulatedBuildingComponent.c", "Scripts/Game/Components/ESCT_StaticLocationComponent.c", "Scripts/Game/Components/ESCT_StaticOutpostComponent.c", "Scripts/Game/Components/Locations/CompositionComponents/ESCT_CheckpointCompositionComponent.c", "Scripts/Game/Components/Locations/CompositionComponents/ESCT_LocationCompositionComponent.c", "Scripts/Game/Components/Locations/ESCT_BaseCharacterManager.c", "Scripts/Game/Components/Locations/ESCT_LocationCharacterManagerComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationItemManagerComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationMilBuildingManager.c", "Scripts/Game/Components/Locations/ESCT_LocationPatrolManagerComponent.c", "Scripts/Game/Components/Locations/ESCT_LocationTurretManagerComponent.c", "Scripts/Game/Entities/ESCT_DisableLocationEntity.c", "Scripts/Game/Entities/ESCT_RandomLocationHolder.c", "Scripts/Game/Entities/Locations/ESCT_Checkpoint.c", "Scripts/Game/Entities/Locations/ESCT_City.c", "Scripts/Game/Entities/Locations/ESCT_Location.c", "Scripts/Game/Entities/Locations/ESCT_LocationBase.c", "Scripts/Game/Enums/ESCT_ELocationSpawnReason.c", "Scripts/Game/Enums/ESCT_ELocationType.c", "Scripts/Game/GameMode/Misc/ESCT_LocationConfig.c", "Scripts/Game/GameMode/Misc/ESCT_LocationPreparer.c", "Scripts/Game/LocationState/ESCT_EntityState.c", "Scripts/Game/LocationState/ESCT_LocationState.c", "Scripts/Game/Misc/ESCT_LocationPatrolPoint.c", "Scripts/Game/State/ESCT_CharacterState.c", "Scripts/Game/Systems/ESCT_LocationStateSystem.c", "Scripts/Game/Systems/ESCT_LocationSystem.c", "Scripts/Game/Utility/ESCT_LocationCatalog.c", "Scripts/Game/Utility/ESCT_LocationFuncs.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_SiteDefinition.c", "addons/core/Scripts/Game/ERR/ERR_SiteService.c", "addons/core/Prefabs/ERR/FieldCover.et" ], "remaining": "Seven sites and bounded proximity/discovery events are implemented. Expand towns/checkpoints and turret population, validate authored static cover, loss retention, manual access and multiplayer cleanup." }, { "id": "lifecycle", "title": "Player identity, spawning and reconnect", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Character/ESCT_CharacterControllerComponent.c", "Scripts/Game/Character/ESCT_ChimeraCharacter.c", "Scripts/Game/Components/ESCT_CharacterInitComponent.c", "Scripts/Game/Components/ESCT_SpawnPosition.c", "Scripts/Game/Components/PlayerController/ESCT_EscapistsNetworkComponent.c", "Scripts/Game/Entities/ESCT_CharacterSpawnPoint.c", "Scripts/Game/Entities/ESCT_SpawnPoint.c", "Scripts/Game/Enums/ESCT_ESpawnState.c", "Scripts/Game/GameMode/Components/ESCT_OrphanEscapistHandlerComponent.c", "Scripts/Game/GameMode/Components/ESCT_SpawnLogic.c", "Scripts/Game/GameMode/Misc/ESCT_TrackablePlayer.c", "Scripts/Game/Global/ESCT_CharacterHelper.c", "Scripts/Game/Global/ESCT_Player.c", "Scripts/Game/Global/ESCT_SpawnHelpers.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_PlayerRoster.c", "addons/core/Scripts/Game/ERR/ERR_SpawnLogic.c", "addons/core/Scripts/Game/ERR/ERR_SpawnPlacement.c", "addons/core/Scripts/Game/ERR/ERR_SpawnFinalization.c" ], "remaining": "Native local slot reservations, final-assignment guards and owned pending cleanup pass. Real dedicated-server concurrent joins, preload races, reconnects, connection-ID reuse, spent lives, late arrivals and spectator streaming remain." }, { "id": "setup", "title": "Mission setup, configuration and administration", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Enums/ESCT_EEditableEntityLabel.c", "Scripts/Game/GameMode/Components/ESCT_EscapistsConfigComponent.c", "Scripts/Game/GameMode/Misc/ESCT_GeneralConfig.c", "Scripts/Game/Misc/ESCT_EditableLabelConfig.c", "Scripts/Game/Misc/ESCT_MissionHeader.c", "Scripts/Game/Misc/ESCT_SetupConfig.c", "Scripts/Game/Misc/ESCT_Skill.c", "Scripts/Game/UI/Components/ESCT_SliderComponent.c", "Scripts/Game/UI/Components/ESCT_SpinboxComponent.c", "Scripts/Game/UI/Components/ESCT_ToolboxComponent.c", "Scripts/Game/UI/Menus/ESCT_ClientWaitScreen.c", "Scripts/Game/UI/Menus/ESCT_SetupMenu.c", "Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_DifficultyTab.c", "Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_MainTab.c", "Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_MenuTabBase.c", "Scripts/Game/UI/Menus/SetupMenuTabs/ESCT_MiscTab.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_AdminService.c", "addons/core/Scripts/Game/ERR/ERR_Settings.c" ], "remaining": "Core administration/settings and saved environment changes pass local native checks, including two restart rounds. Ordinary local startup/admission passes for loose Chat and an exact archived packed Core candidate; the latter predates current mortar edits and does not qualify packaging. Verify current-source startup, remote authorization, player-facing pre-round setup and difficulty choices." }, { "id": "mission", "title": "Mission state, restart and base framework", "scope": "first-release", "status": "partial", "original_scripts": [ "Scripts/Game/Enums/ESCT_EGameState.c", "Scripts/Game/GameMode/Components/ESCT_GameModeBaseComponent.c", "Scripts/Game/GameMode/Components/ESCT_GameStartComponent.c", "Scripts/Game/GameMode/Components/ESCT_GameStateManagerComponent.c", "Scripts/Game/GameMode/Components/ESCT_RestartTimeoutComponent.c", "Scripts/Game/GameMode/ESCT_EscapistsGameMode.c", "Scripts/Game/GameMode/ESCT_EscapistsManager.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_GameMode.c", "addons/core/Scripts/Game/ERR/ERR_MissionRules.c" ], "remaining": "Separate remaining objective/lifecycle policies, test mission failure reporting and multiplayer restart/cleanup." }, { "id": "utilities", "title": "General helpers, editor labels and shared types", "scope": "review", "status": "partial", "original_scripts": [ "Scripts/Game/Actions/ESCT_DisableAudioWarningAction.c", "Scripts/Game/Actions/ESCT_HoldAction.c", "Scripts/Game/ESCT_Constants.c", "Scripts/Game/Enums/ESCT_EEditorMode.c", "Scripts/Game/Enums/ESCT_EGroupSize.c", "Scripts/Game/Global/ESCT_ActionHelper.c", "Scripts/Game/Global/ESCT_ComponentHelper.c", "Scripts/Game/Global/ESCT_EntityHelper.c", "Scripts/Game/Global/ESCT_GroupHelper.c", "Scripts/Game/Global/ESCT_Identifier.c", "Scripts/Game/Global/ESCT_Logger.c", "Scripts/Game/Global/ESCT_Misc.c", "Scripts/Game/Misc/ESCT_BoolValue.c", "Scripts/Game/Misc/ESCT_CameraPosition.c", "Scripts/Game/Misc/ESCT_EntitySearch.c", "Scripts/Game/Misc/ESCT_FloatVal.c", "Scripts/Game/Misc/ESCT_IntVal.c", "Scripts/Game/Misc/ESCT_MilBuildingSearch.c", "Scripts/Game/Misc/ESCT_TargetSearch.c", "Scripts/Game/Utility/ESCT_CumulativeWeightPicker.c", "Scripts/Game/Utility/ESCT_DisplayFuncs.c", "Scripts/Game/Utility/ESCT_Math.c", "Scripts/Game/Utility/ESCT_UI.c" ], "replacement_files": [ "addons/core/Scripts/Game/ERR/ERR_Actors.c" ], "remaining": "Use vanilla utilities or small independent helpers as each consumer is replaced. A filename match does not establish equivalent behavior." } ], "resource_work": "The 474 original prefabs, 31 layers, 24 layouts, six worlds and other original resources are not included. Author required replacements using vanilla assets; resource counts do not imply one-for-one replacements." }