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EscapistsReintroduced/docs/original-feature-coverage.json
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{
"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."
}