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The hub (level95)

The Warriors' clubhouse and the streets of Coney around it, where the story returns between missions. Its checkpoint picks the chapter and which mission the clubhouse offers next; it also starts the flashbacks and the bonus game.

Status 🎮 Pending Gameplay Approval
Level level95 (the hub)
Checkpoints 12 of 12 built, 0 approved

Checkpoints

# Status Note
1 🎮 Pending Gameplay Approval -
2 🎮 Pending Gameplay Approval -
3 🎮 Pending Gameplay Approval -
4 🎮 Pending Gameplay Approval -
5 🎮 Pending Gameplay Approval -
6 🎮 Pending Gameplay Approval -
7 🎮 Pending Gameplay Approval -
8 🎮 Pending Gameplay Approval -
9 🎮 Pending Gameplay Approval -
10 🎮 Pending Gameplay Approval -
11 🎮 Pending Gameplay Approval -
12 🎮 Pending Gameplay Approval -

What it needs

Its scripts can call 323 script bindings. 91 of them are new, which no earlier level of the story calls: 90 are implemented in Coney and 91 are traced. The full list is on the coverage page.

Family New bindings In Coney
Characters 23 23
AI 9 9
Gangs 6 6
World and objects 11 11
Effects and lighting 3 3
HUD and menus 9 8
Sound and music 8 8
Levels and game state 14 14
Configuration (Cfg) 8 8

Research:

Run it in Coney

With your own disc (Playing a level); --checkpoint picks where it starts, 1 to 12:

coney --disc /path/to/disc --play-level level95 --checkpoint 1

Its disc test (needs CONEY_DISC; Building):

coney_tests "[disc][hub]"

Notes

All twelve checkpoints play headless on the disc with no script error and player 1 walking (tests/platform/disc_hub_test.cpp); nobody has compared them with the original yet.

All missions and how a mission moves between states.