Combine Workshop addon and fix prison startup
Merge owned systems into one addon while preserving resource identities. Gate player admission on the replicated prison scene, restore the original framed door, and hold enemy AI until escape. Correct scenario branding and author metadata, include publishing assets, and retain regression and native verification evidence.
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@@ -2,7 +2,7 @@
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import os,re
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from pathlib import Path
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from policy_harness import ROOT,body,run
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path=Path(os.environ.get('ERR_CONVOY_SERVICE',str(ROOT/'addons/ai/Scripts/Game/ERR/ERR_ConvoyService.c')))
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path=Path(os.environ.get('ERR_CONVOY_SERVICE',str(ROOT/'addons/core/Scripts/Game/ERR/10_AI/ERR_ConvoyService.c')))
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source=path.read_text()
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# Dispatch's native calls are doubled; budget behavior is executed separately.
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code=body(path,'ERR_ConvoyTask Dispatch(')
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@@ -107,7 +107,7 @@ print('PASS: actual convoy dispatch validates before receipt consumption, consum
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# The resource must suppress authored allocation before native EOnInit, not try
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# to purge a queued default squad after custom seat occupants have been added.
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prefab=ROOT/'addons/ai/Prefabs/ERR/ConvoyCrew.et'
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prefab=ROOT/'addons/core/Prefabs/ERR/ConvoyCrew.et'
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text=prefab.read_text()
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assert '"{000CD338713F2B5A}Prefabs/AI/Groups/Group_Base.et"' in text
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assert 'm_bSpawnImmediately 0' in text and 'm_faction "USSR"' in text
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