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@ -13,6 +13,7 @@ The implementation uses extracted `class_event_index.tsv` results plus existing
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| `MONITNS` (`0x0102`) | `MONITNS::use` (`slot 0x01`) | Existing gameplay notes tie shape `258` / `0x0102` to a live monitor/computer-adjacent use handler, making it a strong non-editor first-view script target. |
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| `MONITEW` (`0x0165`) | `MONITEW::use` (`slot 0x01`) | Disasm crosswalks shape `0x0165` to the east-west monitor variant, which keeps the same live computer-adjacent use handler family. |
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| `PANELNS` (`0x00A1`) | `PANELNS::use` (`slot 0x01`) | Verified panel-switch wrapper for the same nearby trigger-helper chain. |
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| `CRUMORPH` (`0x0318`) | `CRUMORPH::equip` (`slot 0x0A`) | Recovered control-transfer pad body scans nearby NPCs for a local-`QLo` control key match, temporarily hands control to the first live hit, and then dispatches `TRIGGER.slot_20` lane `0` or `1`. |
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| `NPCTRIG` (`0x0363`) | `NPCTRIG::equip` (`slot 0x0A`) | Crosswalked shape/class match; the compact slot-`0x0A` body is still the strongest active-event frontier for this trigger family. |
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| `CRUZTRIG` (`0x0365`) | `CRUZTRIG::gotHit` (`slot 0x06`) | Disasm crosswalks shape `0x0365` to CRUZTRIG, and `gotHit` is the recovered live body for this trigger/helper family. |
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| `VMAIL` (`0x0367`) | `VMAIL::slot_0a` (`slot 0x0A`) | Disasm crosswalks shape `0x0367` to VMAIL; slot `0x0A` is the active helper body even though its final semantic label is still weaker than the slot number. |
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@ -27,7 +28,7 @@ The implementation uses extracted `class_event_index.tsv` results plus existing
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| `TIMER` (`0x04C9`) | `TIMER::enterFastArea` (`slot 0x0F`) | Fast-area timer helper; the first active body arms slot `0x20` from qHi enter/leave flags and the packed `mapNum:npcNum` delay payload. |
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| `SPECIAL` (`0x04CA`) | `SPECIAL::enterFastArea` (`slot 0x0F`) | Fast-area phase helper; the active entry body reads `mapNum` / `npcNum` as phase bytes and `qHi` as the delay byte before fanning out through `TRIGGER.slot_20` and `SPECIAL.slot_21`. |
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| `TRIGPAD` (`0x04CD`) | `TRIGPAD::gotHit` (`slot 0x06`) | Occupancy/surface-gated trigger-pad logic lives in the recovered `gotHit` body. |
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| `NPC_ONLY` (`0x0366`) | `NPC_ONLY::gotHit` (`slot 0x06`) | Active hit-driven helper lane from the extracted class/event table. |
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| `NPC_ONLY` (`0x0366`) | `NPC_ONLY::gotHit` (`slot 0x06`) | Active hit-driven helper lane; the body gates on an NPC-only actor key, then brackets `TRIGGER.slot_20` lane `0` / `1` from the pad itself. |
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| `FLAMEBOX` (`0x0403`) | `FLAMEBOX::equip` (`slot 0x0A`) | Recovered flame-controller body scans nearby flame helper shapes by shared `QLo` and can swap helper markers into live flame actors. |
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| `SFXTRIG` (`0x04E2`) | `SFXTRIG::slot_0a` (`slot 0x0A`) | Disasm crosswalks shape `0x04E2` to the compact event-bearing SFXTRIG helper; slot `0x0A` is the stable active body even though a precise semantic label is still weaker than the slot number. |
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| `DEATHBOX` (`0x04E7`) | `DEATHBOX::slot_0a` (`slot 0x0A`) | The recovered helper body matches death-link `QLo` and forwards NPC death events into `TRIGGER` lanes, so opening the helper body is now more useful than leaving the shape unmapped. |
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@ -52,8 +53,26 @@ That is why the viewer opens `TRIGGER.slot_20` for pinned `0x04B1` helpers inste
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- Pinned controller objects and the small set of promoted gameplay objects now expose a `USECODE` action in the tooltip.
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- The action switches the workspace to the USECODE tab.
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- The USECODE viewer resolves the exact class/slot target against the generated cache index instead of relying on fuzzy filename search.
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- `CRUMORPH` and `NPC_ONLY` now also participate in the same cautious local `... -> cmd QLo ...` overlay rule used for other `TRIGGER.slot_20` controller families, but only for nearby `0x04B1` helpers that actually share the source object's low `quality` byte.
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- `0x0011` usecode-trigger eggs now decode their `npcNum` nibble-packed X/Y ranges, resolve `QLo` into the authored family-4 class, open the matching subtype body in the USECODE tab, and draw arrows only for the narrower subtype families whose local target scans are actually recovered.
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## Actor-Key Family Blocker
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- The current static scene/cache export still cannot support trustworthy `controller -> actor` arrows for the Regret actor-key family.
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- The strongest current reason is that the compared value is mutable actor field `0x63`, not a stable DTABLE row or an already-exported scene field.
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- A direct Regret DTABLE byte check on record offset `0x63` is not enough to close that gap: sampled rows are still zero there, so the actor key is not just a plain `NPCDat` byte copied into the runtime actor.
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- The same recovered corpus shows why the value is unstable: `TRIGGER.slot_29` / `slot_2B` can rewrite actor field `0x63` on nearby matched NPCs, which means the practical link id can change after the map loads.
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- Current safest viewer stance is therefore: keep actor-key families named and tooltip-decoded, allow only the already-evidenced local helper arrows, and leave actor-target arrows disabled until a runtime or spawn-time export closes field `0x63` directly.
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### Known Actor-Key Families
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- `CRUMORPH` (`0x0318`) compares nearby actor field `0x63` against the pad `QLo` before transferring control and bracketing `TRIGGER.slot_20`.
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- `NPC_ONLY` (`0x0366`) compares the incoming NPC-like source's actor field `0x63` against the pad `QLo` before bracketing `TRIGGER.slot_20` lane `0` / `1`.
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- `WATCHNS` / `WATCHEW` (`0x04c6` / `0x04de`) have a stronger current local `0x0510` post lane in the viewer, but their deeper watcher body also checks nearby actor field `0x63` against controller `QLo`.
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- `THRMBCKN` / `THRMBCKE` (`0x0566` / `0x0567` classes) compare nearby Thermatron actor field `0x63` against controller `QLo`.
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- `SURCAMNS` / `SURCAMEW` also scan nearby NPCs by actor field `0x63` and controller `QLo` in their camera/control lane.
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- `TRIGGER.slot_29` / `slot_2B` are part of the same ecosystem because one subcommand explicitly rewrites actor field `0x63` on matched nearby NPCs.
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`0x04F8` remains intentionally outside the `USECODE` target list for now. The current evidence says it is a destroyable-door helper scanned by `DOOR.slot_23`, not a proven standalone usecode class the viewer should open directly.
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## Newly Decoded Field Notes
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@ -157,14 +176,24 @@ No currently unresolved Remorse-only editor rows remain in this note after the `
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| `0x00cf` | `HAND` | Needs examination for usecode-link integration |
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| `0x01d6` | `MUTANT_HOOK_CONTROL` | Needs examination for usecode-link integration |
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| `0x0451` | `GIMP_DISPENSER` | Needs examination for usecode-link integration |
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| `0x0510` | `SECRET_DOOR_POST` | Needs examination for usecode-link integration |
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| `0x0451` | `CRAZYEW` | Integrated: `CRAZYEW::gotHit` as a Regret-only NPC wake-up relay; tooltip now treats it as a hit-driven controller rather than a generic editor placeholder. |
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| `0x0510` | `SECRET_DOOR_POST` | Integrated as a local arrow target for nearby `WATCHNS` / `WATCHEW` controllers that match it by `QLo`; no separate direct usecode body promoted yet. |
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| `0x0548` | `SECRET_DOOR_SWITCH` | Needs examination for usecode-link integration |
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| `0x056d` | `STEAM_COLLISION_SWITCH` | Needs examination for usecode-link integration |
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| `0x05ae` | `VOLCANO_CONTROLLER` | Needs examination for usecode-link integration |
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| `0x05df` | `PRESSURE_BARRIER_V` | Needs examination for usecode-link integration |
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| `0x05e0` | `PRESSURE_BARRIER_H` | Needs examination for usecode-link integration |
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| `0x05e1` | `PRESSURE_BARRIER_SWITCH` | Needs examination for usecode-link integration |
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| `0x056d` | `VIDEOBOX` | Integrated: `VIDEOBOX::equip` as the recovered Regret-only gated controller body. |
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| `0x05ae` | `CRAZYNS` | Integrated: `CRAZYNS::gotHit` as a Regret-only NPC wake-up relay; tooltip now treats it as a hit-driven controller rather than a generic editor placeholder. |
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| `0x05df` | `PRESSURE_BARRIER_V` | Integrated as a local arrow target for nearby `CRYOBOX` controllers that match it by `QLo`. |
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| `0x05e0` | `PRESSURE_BARRIER_H` | Integrated as a local arrow target for nearby `CRYOBOX` controllers that match it by `QLo`. |
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| `0x05e1` | `CRYOBOX` | Integrated: `CRYOBOX::equip` plus local `QLo` arrows to nearby `0x05DF` / `0x05E0` pressure-barrier faces. |
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### Regret-Only Batch: Watchers, Cryobox, And Wake-Up Relays
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- `0x04c6` and `0x04de` are no longer anonymous shared editor rows in Regret scenes. The recovered corpus names them `WATCHNS` and `WATCHEW`, and both `slot_20` bodies scan nearby `shape=0x0510` placements before bracketing `TRIGGER.slot_20` around their watcher-specific follow-up lane.
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- The scene-cache cross-check supports a cautious viewer arrow rule here. Across Regret maps `1`, `10`, `13`, `14`, `15`, `16`, `18`, `200`, `201`, `215`, `29`, `30`, and others, placed `WATCHNS` / `WATCHEW` objects repeatedly sit within local helper range of `0x0510` posts and share the same low quality byte even when the raw 16-bit quality differs.
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- `0x0510` therefore belongs in the editor as a local secret-door post/helper target, not as an unresolved generic editor placeholder. The recovered watcher body only treats `qHi == 0` posts as the text/door-side lane, so the current viewer promotion stays conservative and only adds the local arrow plus tooltip decoding.
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- `0x05e1` is now closed as `CRYOBOX`, not a vague pressure-barrier switch. Its `equip` body matches nearby `0x05DF` and `0x05E0` shapes by shared `QLo`, then hands off into `slot_20` / `slot_21` worker lanes that wait on animation state, flip `ITEM` control slots, and spawn the steam worker path.
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- The paired faces `0x05DF` and `0x05E0` remain useful human-facing labels as `PRESSURE_BARRIER_V` and `PRESSURE_BARRIER_H`, but they no longer belong in the unresolved bucket. In the viewer they are now arrow targets of nearby `CRYOBOX` controllers instead of unlabeled editor debris.
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- `0x0451` and `0x05AE` are now closed as `CRAZYEW` and `CRAZYNS`. The recovered `gotHit` bodies are small but concrete: when the incoming hit source is an actor handle (`>= 0x00FF`), they check `NPC.slot_2A` and, unless the target is already in activity `12`, spawn `NPC.slot_2C` to wake or re-arm that actor. That is enough to classify them as hit-driven NPC wake-up relays rather than dispensers or volcano-only map art.
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- `0x056D` is also no longer an unresolved `STEAM_COLLISION_SWITCH`. The recovered class is `VIDEOBOX`, and its `equip` body is a thin global-latch gate that either falls straight into `ITEM.slot_21` or runs a short scripted helper loop first. That is enough for a direct usecode-view target even though the higher-level gameplay meaning is still thinner than the `WATCH*` and `CRYOBOX` lanes.
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## Remaining Steps
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@ -173,14 +202,14 @@ The next map-viewer USECODE passes should stay evidence-backed and prioritize it
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### Highest Priority
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1. Extend the `0x0011` subtype table beyond the currently promoted `TRIGEGG` / `ONCEEGG`, `FLOOR1`, `MHATCHER`, `DOOREGG`, `MISS1*`, and `VIDEOEGG` lanes only when the recovered pseudocode justifies a reusable viewer target or arrow rule.
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2. Do the `SURCAMNS` / `SURCAMEW` placement crosswalk so the renderer can decide whether placed `0x04c6` / `0x04de` objects deserve a direct USECODE jump or should remain callback-holder-only families.
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2. Revisit the remaining Regret-only door-side helpers around `WATCHNS` / `WATCHEW`, especially `0x0548`, to decide whether they form a second stable secret-door lane beyond the now-promoted `0x0510` post targets.
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3. Finish the remaining `CMD_LINK` field write-up: the current tooltip now decodes `quality`, `mapNum`, and `npcNum`, but `nextItem` still lacks a stable standalone semantic beyond appearing in authored controller records.
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### Catalog And Viewer Cleanup
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1. Sweep the remaining shared editor/controller shapes in the catalog table and promote the next solid names instead of leaving `(unnamed)` placeholders where the disasm or extracted corpus already gives a stable class anchor.
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2. Revisit the `0x05b2`-`0x05be` music-controller cluster and decide whether those shapes belong in the USECODE viewer backlog, a scene-audio note, or both.
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3. Recheck the Regret-only controller shapes (`HAND`, `MUTANT_HOOK_CONTROL`, `GIMP_DISPENSER`, `SECRET_DOOR_*`, `STEAM_COLLISION_SWITCH`, `VOLCANO_CONTROLLER`, `PRESSURE_BARRIER_*`) against the extracted class/event table before adding any direct links.
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3. Recheck the remaining unresolved Regret-only controller shapes (`HAND`, `MUTANT_HOOK_CONTROL`, `SECRET_DOOR_SWITCH`) against the extracted class/event table before adding any direct links.
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### Gameplay Coverage Extensions
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