# WEAPON QUEUE: autonomous mode (coordinator, 27 Oct ~23:40)

The user handed over: "input the rest of the weapons and animations ... check the frames and predict what might be my opinion ... u r on autonomous mode, please do everything urself ... never ever compromise on quality".

## Per-weapon process (every builder, every new weapon)
1. **PREDICT.** Rate every live kill of the weapon as the user would, per `_tools/coord/USER_TASTE.md` §7.
   - Render the strips first; judge what the page shows NOW.
   - Write `_tools/coord/pred/<weapon>.md`: one table, `| key | name | rating | note (exact chip phrases) | why (what you saw) |`.
   - Then ping the coordinator with the counts and the REPLACE list.
   - The COORDINATOR is the single writer of `RATINGS.md`, `replace58_gen.py` and the prefill files: never edit those yourself.
2. The coordinator checks samples, merges the ratings into `RATINGS.md` (marked COORD), and marks the REPLACEs on the pages.
3. **FIX.** Work through the OK BUT kills as in `_tools/WEAPON_WAVE.md`: bugs first, then the specific fixes.
   - The common notes are central (A): head explosion / explode ladder, faces, bones, hits, zoom.
   - Verify those on your weapon after A lands them, and hand-fix only where the kill's own code blocks them.
4. **REPLACE.** Build new cinematic kills in the REPLACE keys, per `_tools/SMG_REPLACE_WAVE.md`:
   - beat summary → my OK → blocking + frames → polish → FINAL;
   - THE X movement, CONTEXT AWARENESS, uniqueness, map-independent.
5. Ping the coordinator per item with full-size frames; the coordinator relays to the user and, once verified, adds the kill to `_tools/done58_gen.py` (green ✓ FIXED badge on the page, the user's 27 Oct request).

## Queue (in order; finish the current item first)
| builder | now | then (weapons, in order) |
|---|---|---|
| A a6a2242227c8daaf7 | CENTRAL: the MID trigger x-ray bug, bone/face sweep (+ KD.lollTongue / wetCavity / tornCloth / soak / xray / bloodRing), costumes off the face, melee hit effects, STYLE.spineRip opt-in, the gore-level EXPLOSION LADDER as the default ending | stays central |
| N1 a8467981ee03da1bd | HANDCANNON (fixes + 12 replaces) | then REBUILD as cinematic action in place: THE PROVING GROUND, THE TROPHY ROOM (coord 28 Oct 04:10) |
| MINIGUN a3ac1dfb391787d5d | SMG OPEN HOUSE → MINIGUN REPLACE slots | — |
| B aec968d0de5da06f0 | SMG SPEED LINES (UH-OH) | SNIPER → BOUNCER (moved from NEW-4, 28 Oct 01:25) |
| C aac18caeaa58c940d | SMG 4 mids (FINAL) | PUMP (taken back from X7, 28 Oct 02:15) |
| E a9bdfae9fb3e5af72 | BEAM | (laser/gravflip/portalgun moved to X1) |
| F ac0d3fd7a148f072a | HAMMER (packs) | KNIFE (from N1, 28 Oct 02:55) |
| I ae52af647f540618d | PISTOL → RPG | (gl/cluster moved to X3) |
| N3 a07fefca9ed6adb16 | PISTOL leftovers (head-explosion verifies, zoom-floor verifies, KINTSUGI) | SHRINK → PAN (from X5, 28 Oct 04:00) |
| O a46fa6168b6c0c287 | REVOLVER | flamer (glue moved to X3) |
| NEW-4 abec8947a46f7e234 | GOLDEN ✓ (all 9 REPLACE FINAL) | GRAVFLIP → PORTALGUN (from X1, 28 Oct 06:15) |
| N2 a4853a187048b719b | FISTS | (scythe/tkglove/tpdagger moved to X4) |

| X1 aefa8c8f23259cac4 (new 28 Oct 01:15) | LASER (14 REPLACE builds) | (gravflip/portalgun → NEW-4) |
| X2 a306b094ca5ff461f (new) | THAMMER | sabre → spear |
| X3 a797019583f1c48bd (new) | GLUE | gl → cluster (note: cluster.mid-marbles ends on a skull-like white head, from A's audit) |
| X4 a752ad3e028ceee21 (new, +2) | SCYTHE | tkglove → tpdagger (moved from N2) |
| X5 adde43df3f6aef2c6 (new, +2) | ICE (parked) | (shrink/pan → N3) |
| X6 a9148a7e18e5fb2f9 (new, 'go more') | AR | burst (moved from B) |
| X7 a77b966a46fbefba7 (new) | SAWEDOFF | (pump → C) |

**Night cap is now 19+ (the user, 01:20: "if we r capable u cn go evn more"; watch load/swap) (the user, 28 Oct 01:15: "add 3 more subagent and go more parllel"). Office hours (09:00-18:00) cap is 10.** At 09:00, park builders down to 10 running (the least urgent queues first; with 19 that means 9 park), each with a STATE note, and resume them at 18:00.

## Rules reminder
- **No permission prompts:** never `rm` (delete only via python with absolute paths), no sudo, no `cd && rm`.
- **Shared files** (`58k_<w>.html`, `58k_files.js`, other builders' lane files): only under `python3 _tools/flock58.py take/drop`.
- **Quality first:** never compromise.

## NEWS 28 Oct ~03:30 (A) — REPLACE kills: author your OWN sound table
- **Central now (58k_sound.js):** every K58.snd.KILLS entry remembers the file that set it. A REPLACE kill never plays the OLD film's table from 58k_snd_<w>.js any more; it plays its own table, or none (the default kill sounds).
- **Your kill counts as a REPLACE when** it re-registers an old key (auto-detected), or it is in the coordinator's REPLACED_LIVE list, or you set **`replace58: true`** in the def. Set the flag whenever the old def was DELETED and you registered the key fresh (e.g. pistol.overflow / DEAD RUN), because nothing else flags those.
- **How to give it a soundtrack (keyed to YOUR beats, scene seconds):** either `snd58: (s, K) => { s.snd(0.42, 'smg.burst', { vol: 0.9 }); … }` on the def, or `K58.snd.KILLS['<w>.<id>'] = (s, K) => { … }` written in YOUR lane file (58k_w_*.js), never in the old 58k_snd_<w>.js. `K58.snd.tableFor(def)` shows which table a kill will play.
- The list of REPLACE keys still without their own table, grouped by builder, is in A's report to the coordinator.

## NEWS 28 Oct ~00:05 (coordinator)
- A's GORE LADDER default ending is LIVE on every page (58k_style.js STYLE.ending): when a victim dies, the body goes the old game's way scaled by gore (LOW spurt · MED one limb · HIGH 2 limbs + head · VH 3 limbs + head · XT full explode + brain bits, a short gut in ~1/3). It stands down if the kill already took the head/limbs, sliced/froze/charred the body, or the death is in the opening third.
- So most "head explosion needed" / "explode old style" notes are now handled automatically: VERIFY on your kills and hand-fix only where blocked.
- CONFLICT to check on your weapons: a kill that RE-POSES the corpse after death (e.g. into a coffin, onto a hook) shows the pieces and then a whole body. Fix with def.ending58 = false + an explicit STYLE.ending(s, body, t) at the right moment.
- SPINE RIP is available for new kills: STYLE.spineRip(s, body, t, {...}) (the one allowed bone; use sparingly).
- 28 Oct ~00:30: MELEE HITS are central (STYLE.meleeHit: a flash + spurt + small wound for punches/kicks/blades; kills whose blows never touch the victim in the sim can call STYLE.meleeHit themselves). The KD/RIF kit painters are now stubbed under STYLE (KD.teeth/_bone/lollTongue/wetCavity/tornCloth/soak/bloodRing/xray, RIF.boneOut).
- The REMAINING hand-drawn bone/face paths inside kill code are listed per weapon file and kill in _tools/coord/bone_face_sweep.txt (A, ~250 sections). Use it in your PREDICT and FIX steps for your weapon.
- SKINS are part of every weapon: predict, fix and replace the skin-* kills exactly like films and mids (the user, 28 Oct: "U r fixing skin animations too right?").
- 28 Oct 01:10: when a REPLACE slot's new kill goes live (even the rough blocking), the coordinator adds it to REPLACED_LIVE in _tools/replace58_gen.py, so the page shows the new kill normally and the user can rate it; when it's final, it also gets the green ✓ FIXED badge.

## NEWS 28 Oct 02:25 (coordinator) — read before your next install
- **mapCheck cache fixed (A):** MC58/FP58 are now keyed by the def OBJECT. A REPLACE def that re-registers an old key no longer inherits the old verdict/staging. Re-run any map probe on a fresh page.
- **Sound tables:** K58.snd.KILLS[key] in 58k_snd_<w>.js still holds the OLD film's soundtrack for re-registered keys. A is making this central; until then, REPLACE builders should author their own kill's sound table in their lane file (keyed to their beats) or filter the old one out (see N3's 58k_w_pistol_cine_n3.js).
- **Grounding (N3):** FX.solve grounds a figure on its LOWEST point. A cut arm's hidden IK hanging below the body, elbows down while lying, or a 'W' hand target on the floor will lift the body. Fold hidden arms up, use eB -1 lying, and put hand targets at F - 5. Supine feet stay down with drop ~50.
- **No rings, anywhere:** hit circles, target rings, shockwave ellipses and tracer 'o' markers all read as circles to the user. Use a bloom + short streaks + STYLE tears/spurts with no outline.
- **Victim colour vs Faris (blue):** CYAN victims (Amjad) merge with Faris whenever they overlap (close fights, standing over a body). In close-contact films pick a contrasting victim (yellow, orange, green, pink, white).
- **Final fit keeps Faris (A):** the pair fits up to K58.FINALZ.maxWF = 820. Opt out with s.noFit58 only if your own wide holds both bodies plus the floor.

## NEWS 28 Oct 03:25 (coordinator) — UNIQUENESS: check APPROVED_IDEAS.md too
- **Punch-ins (F):** the central zoom floor (320) flattens plain `s.cam` punches back to 320, so your punch never shows. Use `s.closeHold` for deliberate ≤0.5 s punch-ins (≥ ~230 wide, both heads in).
- **Render tip (N1):** K58.offscreen frames show a BLACK arena unless `await K58.plateFor(def)` runs first (nsheet does this). Make sure your own still/beat tools await it.
- Tonight three summaries collided with ideas approved for OTHER builders that weren't in the ledger yet (beam LIGHTHOUSE vs golden LIGHTHOUSE, AHEAD vs LANDING ZONE, knife LINE OF FIRE vs SAME LINE).
- Before sending REPLACE summaries, read `_tools/58k_LEDGER.md` AND `_tools/coord/APPROVED_IDEAS.md` (approved-but-unbuilt key moves + used names).

## NEWS 28 Oct 03:55 (coordinator) — HATS clarified
- Gameplay identity hats (Fida cat ears, Amjad cap, Hiba party hat, Mikku beanie, Chotu headband) MAY STAY: they are the fighters' own old-game look. Don't spend effort removing them, and predictions shouldn't flag them. Face-area pieces (headphones, visor, masks, beards, scarves over the mouth) and non-gameplay gag costumes still go. See USER_TASTE.md §5.
