Answers "does the wreck fade away?": YES, by sinking. FUN_00456410 (the 1996
sink renderable) computes offsetY = rate * t^2; the hulk's authored rate is
-0.025 -> the ~7-unit hulk is fully underground ~17s after the kill. The
script also pairs the standing hulk with the LDBR strewn-debris field (12x13u
flat scatter), parented together and sinking together.
Also verified from the mesh data: BLHDBR (1537 verts -- more than the intact
torso) IS the authored Blackhawk wreck: the classic standing-leg-in-rubble
sculpt. The "just a leg standing there" report is the authentic art.
(THRDBR -- the mesh the 1996 script hardcoded -- parses to ZERO vertices;
more evidence the hardcode was an unfinished dev shortcut.)
Implementation: SwapToWreck adds the ldbr piece; TickWreck applies the
quadratic sink per frame (driven from the dead mech's UpdateDeathState),
hides both pieces at burial and reports it so the wreck-smoke re-arm stops
with the wreck. DPLStaticChildRenderable::SetOffsetTranslation added
(Execute re-reads OrientationMatrix per frame -- same in-place idiom as
SetDrawObj).
Lifecycle verified live: kill -> 'blhdbr.bgf' + ldbr debris -> smoke re-arm
@10s -> wreck buried @~17s -> smoke stops.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>