Ship mounts: delete EquipmentHardpoints and the plan's Equipment list
The array's only reader was the dead SoundBank block in EntityInstance, which looked up a hardpoint transform and did nothing with it. ShipModPlan.Equipment, ShipModShips' assignment, the preview check, the FBX builder's HP.Equipment case and its smoke assertion all fed that one dead reader. An HP.Equipment node is now refused by the builder as an unknown hardpoint kind. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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8 changed files with 7 additions and 31 deletions
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@ -10,8 +10,6 @@ public sealed class ShipModPlan
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public string HullCollider;
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public string Shield;
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public string Tractor;
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// Every hull hardpoint's mount id, in hardpoint order: the anchor node each one is matched to by name.
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public string[] Equipment;
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// Mount ids whose anchor (role thruster-emitter / radiator-mesh) is the emitter / mesh node itself.
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public string[] Thrusters;
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public string[] Radiators;
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@ -53,7 +51,6 @@ public sealed class ShipModPlan
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HullCollider = Only("hull-collider"),
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Shield = Only("shield"),
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Tractor = Only("tractor"),
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Equipment = hardpoints.Select(hardpoint => hardpoint.Transform).ToArray(),
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Thrusters = Mounts(HardpointType.Thruster),
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Radiators = Mounts(HardpointType.Radiator),
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Weapons = weapons
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