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11 — Weapons and Firehand Bus

Piece What it is Demo now
Firehand Bus TFA gun brain (UTFAFirehandBus in TFAWeapons) — active gun, reticle/bloom/mag from Receiver×Frame, Flow handoff Build this before enabling SKG
ShooterCore Lyra reference GFP Live fire / kill credit until Firehand is wired
SKG (SKGShooterFramework) Marketplace FPS runtime (meshes, attachments, ballistics presentation) On disk, off — Firehand wraps it later; no dual fire stacks

GDD names Firehand as player-facing reticle/mag language. This chapter + FS-GUN-005 own how plugins join. Demo guns path: docs/22-demo.md.

  • FS §12 Gunfeel and Firehand Bus — FS-GUN-* (especially FS-GUN-005)
  • GDD: Gun Receiver × Frame cadence, Aim Assist & Gunfeel Programming; taxonomy Class / Receiver (Type) / Frame (FS-GUN-004); Class = Frame look · Frame archetype = data · Receiver = art subclass; Receiver Fire Mode + AA (FS-GUN-008); lean mesh design 2026-10-20 · OmniVisor Builder stack note under Firehand Bus
  • Handover: remake under live host …\Plugins\GameFeatures\TFAWeapons\ (old E:\Dev\projects\demo5.8\…\README_FAKE_MODULAR.md path is missing — do not chase)
  • Placeholder mesh policy documented (see content-placeholders)
  • Blocked Receivers flagged (Rocket / Bow / Heavy) — FPS-15 (product lock)

Historical only (old test project — not live host)

Section titled “Historical only (old test project — not live host)”
  • TFAWeapons GFP scaffold (FPS-12)
  • ~16 Receivers × ~78 Frames CSV + cadence validator (FS-GUN-007)
  • Fake-modular parts schema (bFakeModular)
  • C++ DA types / local plugin binaries
  • Lyra placeholder guns B_Pistol / B_Rifle / B_Shotgun / B_Grenade
  • SKG vendor plugin on disk (FPSFirst…) — not in .uproject until Firehand
  • Remake TFAWeapons GFP on live host; register in .uproject; Experience-enable
  • Re-author GunFrames CSV (or recover old test CSV) → cook UDA_TFA_GunFrames (keyed Receiver × Frame; legacy UDA_TFA_GunFamily → DA_TFA_GunReceiver)
  • UTFAFirehandBus runtime + SKG adaptors
  • Accuracy vs Stability, recoil patterns (FS-GUN-002/003)
  • Shotgun Shot Type Spread | Single (FS-GUN-010) — Firehand pellet fan vs single bullet
  • Frame PelletCount + PelletSpreadBase; Barrel PelletSpreadDelta choke (Spread only; not AA — FS-GUN-008 exclusion)
  • RangeStat 0–100 → meters per Receiver × Frame (FS-GUN-011) — tables: inventory/weapon-range-falloff.md
  • Demo fake-modular Mag / Sight / Scope / Zoom session overrides (FS-GUN-012) — no mesh; inventory/demo-fake-modular-optics-mags.md
  • TrueFPP ADS (FS-GUN-013) — OpticKind / ZoomMult = gameplay camera FOV + Sight / Scope aim (look-through allowed for ScopeShort / ScopeLong); Firehand bloom / reticle tighten; OmniVisor is chrome, not zoom authority; remotes see TPP ADS pose
  • /Game/__TFA/Placeholder/ or repoint soft paths
  • Real SK per Receiver (see content-placeholders)
  • Demo Mod AA / gunfeel fields — Done vs Need inventory: inventory/demo-mod-gunfeel-vars.md · sample OV36
  • AC-GUN-001, AC-GUN-002