INSTALLED - assets are in the repo. NOT yet added to Content/core.build, so
the chassis is still inert at runtime.

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.

installed (2026-08-09, commits a67d1c00 + 8e859007): chassis folder and
         portrait hsh/Mechs/dasher.bmp only. This chassis needed no new art:
         it reuses the pre-existing @adas0-5 skins, FootSteps/dasher_*, their
         textures.hint pages, and the pre-existing wreck folder
         Content/Mechs/Dasher_destroyed - so it is the one chassis of the six
         that added zero textures.hint pages.
         Shared by all six chassis: generic damage dolls hsh/hud/generic.bmp
         and hsh/radar/hud/generic.bmp (supplied by V4H), plus cockpit doll
         Content/textures/HUD/generic.tga, target-MFD tile hsh/MFD/generic.bmp
         and the [hud\generic] page (authored here).
         All 1217 file references across the six chassis resolve.

applied: Nothing. Deliberately left as decompiled:
         - MoveTypeFlag stays LEGMOVETYPE. CanLoadJumpJets=No and .subsystems
           equips no JumpJetSubsystem, so this one genuinely does not jump and
           the value is correct.
         - Keeps the borrowed content\mechs\dragon\dragon.animscript. This
           package ships no animscript of its own and the only alternative was
           the DNU copy below, which is also a borrow.
         Residual, not fixed: LeftJumpJetSiteName and RightJumpJetSiteName are
         both ';' where our own five LEGMOVETYPE chassis leave them empty.
         Inert while CanLoadJumpJets=No, and left alone rather than quietly
         editing faithfully decompiled data.

still to do:
  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.
     The code arrays grow 65 -> 71 and LastMechID 64 -> 70; the shell-script
     arrays are currently sized 65-67.
  3. Add the .build entries to Content/core.build, one chassis at a time. Until
     that happens the chassis is inert - the packer never visits these files.
     core.build already carries a commented-out dasher block at lines 1353-1361
     pointing at mechs\dasher\, which is exactly the path this folder occupies.
  4. Delete this STATUS file once the chassis is registered.

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
