- 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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|---|---|---|
| .. | ||
| build | ||
| combat | ||
| comms | ||
| config | ||
| dev | ||
| economy | ||
| entities | ||
| galaxy | ||
| mining | ||
| player | ||
| quests | ||
| reputation | ||
| research | ||
| save | ||
| scan | ||
| scenes | ||
| ship | ||
| skills | ||
| tether | ||
| ui | ||
| utils | ||
| vendor | ||
| vignettes | ||
| visuals | ||
| main.js | ||