docs(rust): §5 compiled on both rigs, and what the item-list probe corrected
PLAN_REDESIGNS 5.8 records the probe's lists and the three members it corrected; PROTOCOL 19.10 names the crafter, the mission assignee and the heal target as built. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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@@ -527,7 +527,7 @@ shirt and a weapon; build and repair a wall; bandage and revive another player;
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destroy an APC; shoot down a helicopter; finish a mission and abandon one. Each count is checked in the tally
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frame and on the titles screen.
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### 5.8 As built (2026-09-28; not yet walked)
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### 5.8 As built (2026-09-28/29; compiled on both rigs, not yet walked)
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Rust-Plugins `feat/title-conditions`, Module-Rust `feat/title-conditions`. The wire is
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[`PROTOCOL.md`](../../rust-link/PROTOCOL.md) §19.10, and the admin API is the module's swagger fragment
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@@ -564,9 +564,24 @@ walk database held one such rule.
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built rather than waiting for the walk, because proving it unnecessary needs a helicopter shot down
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first.
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**Still to do before the walk:** the weapon lists are from knowledge of the game, not yet read off the
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rig's item list. A read-only probe that lists every held item's prefab and class is written, and it runs
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once the rigs' storage is back (it was unmounted on 2026-09-28, §5.7's walk waits on it too).
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**Read off the rig, 2026-09-29.** A read-only probe walked the live server's `ItemManager.itemList` and named
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each held entity's prefab and class. The lists in `lists.js` are that output, not memory: the revolvers are
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`pistol_revolver`, `python` and `hc_revolver` (there is no `revolver.entity`); the bows include the legacy
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bow, the mini crossbow and the bowless crossbow, and leave out the speargun, a crossbow underneath; melee is
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every `BaseMelee` except the pies (`Food` is a `BaseMelee` too). C4, the satchel and the beancan are all
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`TimedExplosive` subclasses, so §5.1's explosive test holds. The same probe corrected three members the
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plan had assumed, each of which would not have compiled or would never have been called:
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- `ItemCraftTask` has no owner; the crafter is `ItemCrafter.owner`.
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- A mission's assignee is the hook's third argument (`MissionSuccess(instance, assignee)`); the instance
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has no accessor for it.
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- `MedicalTool.GiveEffectsTo` now takes an `IMedicalToolTarget`, so `OnHealingItemUse` takes its target as
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`object` and counts only a player.
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**Compiled on both rigs, 2026-09-29.** `rust-oxide` (a fresh install on the published egg) and
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`rust-carbon`: all 45 hooks bound, and `OnEntityTakeDamage` fires on world damage with nobody on (53 and
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109 in the first half-minute), which is the cost the helicopter credit was expected to have. The other nine
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new hooks need a player: that is §5.7's walk.
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---
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