Record the arc default and rotation-derived mount direction
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -773,6 +773,10 @@ chance falls with how far the target deviated from the predicted intercept.
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**Ruled (operator, 2026-09-17): per-hardpoint arcs.** "Firing arcs are determined per
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hardpoint, that data is unfortunately baked into the ship prefabs at the moment". None of
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(a)-(c) as written. The arc data has to become headless-readable hull data; being re-mapped.
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Refined the same day: "I'd say default to 120 degrees, use existing item rotation direction
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to determine the mount direction, like how the reaction thrusters work". A weapon's mount
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direction is its equipped item's `ItemRotation`, as in `Thruster.cs:61-63`, and its arc is
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120 degrees wide by default. Prefab firing points become presentation only.
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- (a) No arc; facing is presentation.
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- (b) Gate on `dot(weapon.Direction, toTarget) >= FireArcDot`, one authored setting. The
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