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docs/runic
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| 0324e3e626 |
@@ -474,8 +474,11 @@ What the numbers say:
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- **`HumanNPC.AttackerInfo` writes the prefab's short name as the killer**, after `BasePlayer` has written the
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display name. The death screen said "scientistnpc_roam" until our NPC overrode it. With the override it says
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**"RnhWarden"**, and the weapon stays `pistol_revolver.entity`.
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- **Open for the in-game walk:** the client may use that string to pick the killer's portrait. Only a real client
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shows whether the override costs the portrait.
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- **Deferred: the org lead checks it in game later (2026-09-30).** The client may use that string to pick the
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killer's portrait, and only a real client shows it. To check: on a rig with the override loaded, be killed by a
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named RunicNPC NPC and look at the death screen. Does it show the NPC's name, and does it still show the killer's
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portrait? The result is written here. If the portrait is lost, stage 2 decides between the name and the portrait.
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This is the only stage 1 item still open.
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- **What the bridge publishes (protocol 13):**
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- our NPC kills a player → `player.death` with `attackerType: "npc"`, **`attackerName: "scientistnpc_roam"`**
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(the prefab name, as §1.4 said), the weapon and the distance;
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