The Long Tom (SPEEDER) joins the 3D previews: an aim/fire loop taken 1:1 from the unit’s compiled COB script — turret and gun move at the exact script rates, four shots on the weapon’s 1100 ms reload grid, then the close aim back to rest.
- Its page is the first to document the engine-verified hook semantics from the TotalA.exe decompilation: what
SetMaxReloadTime,AimFromPrimary/QueryPrimaryand theRockUnit/HitByWeaponcallbacks actually receive from the engine, and why the preview keeps them out of the loop. - The muzzle flash and water wake are engine-drawn effects: their pieces carry no geometry, only anchors. The page says so instead of inventing a flash the source data does not contain.
- Generated render-control pages follow the current page contract again (live JS player plus its start still); the redundant PNG frame sliders are gone from newly generated pages.