- Capture hull/shields/energy from the live CombatSystem into record.combat on save - Stage `combatVitals` in prepareLoad so a panel load restores the damage the run was flying with (clamped, hull floored at 1) instead of always starting full - Add `repairFull()` to CombatSystem and call it on world landing (startLanding) so the dock heals the ship - Set `combatRepair` flag in jumpThroughGate's record so a system arrival also triggers a full repair, while panel loads never carry it - Clear both staged values in resetRunState for fresh runs - Carry `cargoCosts` through jump records to preserve per-bay pricing across systems |
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|---|---|---|
| .. | ||
| Aiming.js | ||
| Bullet.js | ||
| CamShake.js | ||
| Combat.js | ||
| CombatHud.js | ||
| CombatScene.js | ||
| CombatSfx.js | ||
| CombatSystem.js | ||
| Encounters.js | ||
| EnemyShip.js | ||
| EnemyTypes.js | ||
| Fx.js | ||
| Missile.js | ||
| NeutralShip.js | ||
| StarDrift.js | ||
| TransportShip.js | ||
| Waves.js | ||
| Weapons.js | ||
| XpManager.js | ||
| main.js | ||