Publish weapon fire refusals
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@ -36,7 +36,7 @@ validation proves contract shape, not wiring, exclusivity, lowering, or parity.
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| Minimap/tactical map | `ZoneRenderer`, map cameras | daemon world facts | explicit map projections | Unity and Electron | facts fragmented; generic lowerers absent | same state in both runtimes |
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| Fields/fog/gravity | zone renderer and shaders | daemon/plugin semantics | Fields plugin documents | EveUnity fields lowerer | owner-exists; basic lowering; composition parity absent | visual parity captures |
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| HUD/schematic | ARPG HUD and `SchematicDisplay` | Eve composition from daemon facts | semantic status/components | EveUnity UI | reference | source-fact and timing matrix |
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| Hit/lock/warnings | `ActionGameManager` feedback | daemon event facts | transient feedback stream | VFX/UI/audio | bounded deduplicated game-event ledger and Eve `feedback.stream` wired for pickup outcomes, projectile launch/impact, entity damage, alive-to-dead destruction, and authoritative weapon reload start/completion chronology; reload interval is proven projectile-free | add lock transitions, resource refusals, thermal and docking event families with runtime effect consumption |
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| Hit/lock/warnings | `ActionGameManager` feedback | daemon event facts | transient feedback stream | VFX/UI/audio | bounded deduplicated game-event ledger and Eve `feedback.stream` wired for pickup outcomes, projectile launch/impact, entity damage, alive-to-dead destruction, authoritative weapon reload chronology, and episode-deduplicated `weapon.fire.refused` facts for insufficient energy or missing ammunition; refusal identity, authored weapon, target, reason, and remaining magazine state are runtime-independent cockpit inputs | add lock transitions, thermal and docking event families, negative transaction fixtures, and runtime effect consumption |
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| Assets | `Assets/Resources` | Aetheria provider | asset catalog + CultMesh CDN | runtime cache/load | wired; basic lowering; not live-proven remotely | cold/warm remote-only live load and cache proof |
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| Save/resume | original persistence paths | daemon/CultCache | published current state | clients rehydrate | owner-exists; not parity-proven | mid-loop restart |
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| Terminus loop | original game composition | daemon/Ymir/Eve | pilot surface | Aetheria.Unity | incomplete; no scenario proof | fly/fire/loot/dock/trade |
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