Four simultaneous networked nodes, all dying every ~35s on staggered timers so
respawn handshakes overlap (the field condition that stranded 6 of 8 cycles):
56 cycles, every completed one START->RESET, 0 swallowed / 0 mismatch /
0 discarded / 0 ghost / 0 crash. Scoreboard: every node's PLAYER_DEAD rows
show deaths=N tally=N in lockstep (13/13/15/15) -- exactly one increment per
death, so removing the duplicate VehicleDead dispatch did not drop the DEATHS
column and the latch release did not double it. The kill-credit path evaluated
all 56 deaths and correctly declined each self-kill (NOCREDIT self=1); KILLS
uses the separate ScoreMessage path the fix never touched.
content/MP4.EGG: the 4-pilot bench egg (ports 1502/1602/1702/1802, novice).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>