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Shelved Feature forward static remanning

rayswaynl edited this page Jul 4, 2026 · 1 revision

Shelved: Feature — Forward-static re-manning (WFBE_C_FWD_STATIC_MANNING)

State: Ray-shelved 2026-07-04 (post-Build-89 pick). The feature was removed from source (not just left dark) by PR #706, commit 24805e706efe36f05f90f1acb58ee1733292806f on base claude/build84-cmdcon36. It shipped dark in Build 89 (flag default 0, never enabled on live), so removal has zero live-behaviour change.

WHAT

Forward/FOB static guns (statics built outside any base area, so _area resolves null in Construction_StationaryDefense.sqf) re-crew after their gunner dies, mirroring the existing base-gun re-manning loop. Without it, the first gunner death on a forward static is permanent — the base-area re-man loop only runs for guns inside a base. The implementation spawned HandleDefense for null-area guns behind the WFBE_C_FWD_STATIC_MANNING flag, with a per-gun WFBE_FwdDefenseTeam group (GC-able, freed by a Killed event handler on the gun), a WFBE_FwdOwnerSide side stamp for future capture logic, and respect for the WFBE_C_BASE_DEFENSE_MAX_AI == 0 operator kill-switch.

WHY SHELVED

Ray's 2026-07-04 pick: remove and shelve. Per the standing shelve flow, non-picked features are stripped from source and documented here for revival. The feature had been dark since it landed (default 0); nobody ever played with it enabled. This is a "not keeping the dormant code in tree" decision, not a report of a defect — the code passed cx-review (group-leak and kill-switch findings were already fixed in the shipped version).

WHERE IT LIVED

  • Origin: re-manning portion of PR #521 (lane 198), introduced by commit 950740a27cca82fa738faaf670aa12fd43722436 — note that commit ALSO carried the _availweapons null-area crash fix, which stays in tree (only the re-manning portion was removed).
  • Flag: WFBE_C_FWD_STATIC_MANNING, default 0 (dark), registered in Common/Init/Init_CommonConstants.sqf (removed block was at lines 2024-2029).
  • Consumer: Server/Construction/Construction_StationaryDefense.sqf — the flag-gated isNull _area branch (removed block was at lines 165-207): FWD team creation, Killed-EH group cleanup, WFBE_FwdOwnerSide stamp, WFBE_SE_FNC_HandleEmptyVehicle + HandleDefense spawn.
  • Mirrored ×3 (Chernarus source → Takistan/Zargabad via LoadoutManager); the removal covers all three terrains.
  • Untouched by the removal: the base-gun manning loop (!isNull _area path incl. the barracks/HQ-anchor fix) and the deleted-gun guard (#667).

HOW TO REVIVE

  • Simplest: git revert 24805e706efe36f05f90f1acb58ee1733292806f (the removal commit is deletions-only, 6 files / 150 lines, so it reverts cleanly unless Construction_StationaryDefense.sqf or the constants block has diverged).
  • Alternatively re-apply the re-manning hunks from 950740a27cca82fa738faaf670aa12fd43722436 (skip its crash-fix hunks — those are already in tree).
  • After re-landing: run LoadoutManager to mirror ×3, keep the flag default 0 for a dark soak, then enable via WFBE_C_FWD_STATIC_MANNING = 1 when Ray wants it live.
  • Re-verify at revive time that HandleDefense still exits via !alive _defense for null-area guns (the FWD path passes objNull as the anchor and relies on _moveInGunner=true making the anchor unused).

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