STAGED - complete source set, but NOT yet added to Content/core.build.

have:    .erf / .mw4anim / .obb source
         dasher.armature   dasher.contents    dasher.instance
         dasher.subsystems dasher.data        dasher.damage
         dasher.torso      dasher.engine

         All eight decompiled from the V4H package and verified by round-tripping
         the same decompiler over our own 64 chassis:
           .data      8291/8306 keys      .damage    6605/6605 keys
           .contents  7480/7480 keys      .instance   896/896 keys
           .torso/.engine 1279/1280 keys  .armature/.subsystems see sections 5, 8
         Every internal reference here resolves to a file that is present.

before building:
  1. Add $(M_Dasher) to Content/ShellScripts/MechLabHeaders.h and $(IDS_Dasher) to
     Content/Defines/MissionLang.defines. The .data references both. V4H's packages
     store mech ids from an OLDER roster (shifted against ours), so the stored
     integer was deliberately discarded - see DECOMPILING.md section 8c.
  2. Register the chassis through the rest of the chain in ADDING-A-MECH.md.
  3. REVIEW MOVEMENT TYPE. All six V4H chassis carry MoveTypeFlag=LEGMOVETYPE, so
     none of them can jump - yet all six also carry JumpJetTonnage (2-4), four name
     a real LeftJumpJetSiteName, and griffin + jenner2c have a JumpJetSubsystem
     equipped in .subsystems. Our own roster is 84 LEGJUMPMOVETYPE vs 5 LEGMOVETYPE,
     and those 5 have EMPTY jump-jet site names - internally consistent. V4H's are
     not. This is decompiled faithfully; the inconsistency is in their source data.
     Decide per chassis whether to set LEGJUMPMOVETYPE or strip the jump-jet gear.
     dasher and marauder additionally have LeftJumpJetSiteName=';' - garbage.
  4. Only then add the .build entries to Content/core.build, one chassis at a time.
     Until that happens these files are inert - the packer never visits them.

decision (2026-08-08): USE THIS ONE. Content/Mechs/Dasher_DNU/ stays in the repo
         as reference and is NOT to be built. Note that DNU is NOT broken - it is
         complete and self-consistent, and richer in places: it has its own 38 KB
         dasher.animscript (this package has none and borrows dragon.animscript),
         real jump-jet sites, and OmniSlots=8 arms (a true OmniMech). All 29 shared
         .erf files are byte-identical between the two, so the art is interchangeable
         if the DNU data is ever revived. Why it was marked DNU could not be
         determined - see DECOMPILING.md section 11.

notes:   The .obb and .armature filenames are not stored in the package; the values
         in .data / .contents were matched to the files actually present here.
         Rename the file and the key together if you change either.

see:     MW4COMPARE/DECOMPILING.md sections 8c-8g and 11
