The per-contact responder (@004abb40), overriding the engine's protected
virtual per the MECH4.NOTES.md decode:
THE SEPARATING GATE: a contact whose relative velocity points away from
the surface ((normal . rel) < -1e-4) is skipped entirely -- no damage
while pulling apart.
MECH-VS-MECH: another mech takes the collision damage too, zone -1, its
own cylinder resolving where the ram landed. Both sides of a ram hurt,
and both route through the 5.3.100 economy, so a ram rattles rather than
executes.
THE CRUSHABLE SENTINEL: a CulturalIcon takes its crunch dispatch, and one
WITHOUT the StoppingCollisionVolume flag then sets the amount to exactly
0.00123f -- Simulate's response block reads that value as "the move
stands", restores the post-snap saves, and drives on through. Trees
fall; walls do not.
THE CONTACT ACCUMULATOR feeds the audio-bound collisionState indicator
(0->1 fires the impact sound once per contact, not per frame) and
captures the impact speed for the authored volume/brightness scales.
[T3 simplification, tagged in source: the authentic InitialHit/Slide
split keys StaticBounce's OUT coefficients against an unidentified
literal @0x4ac048.]
LIVE, one arena run, all three behaviours in the wild and zero deaths:
[crash] CRUNCH (crushable) at (371.551,-102.862) <- drove through it
[colldmg] rattle 1.72691 pts in 3 sub-hits
[crash] BLOCK dmg=47969.6 iv2=932.659 KNOCKDOWN <- wall still walls
[crash] BLOCK dmg=630 iv2=12.5 (x5, free taps) <- grind still free
STAGED remainder, named in MECH4.NOTES.md: the gyro crunch feed (torque 0.4
/ impulse 0.2 -- the gyro is a feel-wave stub), and the authentic
InitialHit/Slide split pending the @0x4ac048 literal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>