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Mission 10: Destroyed (level93)

The story's mission 10, reached from the hub. The web sources found name this mission but give no objective, so its summary is still to be written from the script.

This summary is paraphrased from web sources until our own walkthrough of the mission replaces it. Sources:

Status ⬜ Not Started
Level level93 (story mission 10)
Checkpoints 0 of 6 built, 0 approved

Checkpoints

# Status Note
1 ⬜ Not Started -
2 ⬜ Not Started -
3 ⬜ Not Started -
4 ⬜ Not Started -
5 ⬜ Not Started -
6 ⬜ Not Started -

What it needs

Its scripts can call 295 script bindings. 24 of them are new, which no earlier level of the story calls: 5 are implemented in Coney and 24 are traced. The full list is on the coverage page.

Family New bindings In Coney
Characters 6 1
AI 2 0
Gangs 4 1
Cameras 1 1
Effects and lighting 6 0
HUD and menus 1 0
Scenes and movies 1 1
Script flow 1 0
Configuration (Cfg) 1 0
Utilities 1 1

Research:

Run it in Coney

With your own disc (Playing a level); --checkpoint picks where it starts, 1 to 6:

coney --disc /path/to/disc --play-level level93 --checkpoint 1

Its disc test (needs CONEY_DISC; Building):

coney_tests "[disc][story][pickup]"

Notes

At checkpoint 1 player 1 picks up each of the six Molotovs on the liquor store's shelves with triangle (tests/platform/disc_level93_molotov_test.cpp); they were not pickable before, their class dyn_molotv being missing from the pickable classes. Checkpoints 1 to 6 start headless and windowed with no black screen; the route to the black screen a player reported is not known yet.

All missions and how a mission moves between states.