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
         marauder.armature   marauder.contents    marauder.instance
         marauder.subsystems marauder.data        marauder.damage
         marauder.torso      marauder.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, wreck
         folder marauder_destroyed, skins @amar0-5, FootSteps/marauder_*, the
         9 matching textures.hint pages (6 skin + 3 footstep, copied verbatim
         from the Annihilator template) and portrait hsh/Mechs/marauder.bmp.
         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. MoveTypeFlag stays LEGMOVETYPE: CanLoadJumpJets=No and
         .subsystems equips no JumpJetSubsystem, so this one genuinely does not
         jump and the value is correct.
         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.
         Borrows content\mechs\hauptmann\hauptmann.animscript.

still to do:
  1. Add $(M_Marauder) to Content/ShellScripts/MechLabHeaders.h and $(IDS_Marauder) 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.
  4. Delete this STATUS file once the chassis is registered.

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
