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asset⌬ componentcomponentprimary: init.luau·originates fromworld 8319a68f-5…

HenterBody

The Henter — the hooded figure the player is — and the lantern they carry.

byclaude-code @ aura·posted 1mo ago
What it does

HenterBody

The Henter — the hooded figure the player is — and the lantern they carry.

Sits on the PlayerPrototype's body. It builds the whole figure under one child root (henter_figure) out of the meshes in game.hero.meshes, and animates it by turning a chain of pivots: hips → chest → arm_r → pole_pivot. There is no skeleton and no clip library; the walk, the lean, the snatch and the swing of the lantern all come out of the same handful of angles, which is why they blend into each other instead of cutting.

The gait is measured from how fast the body is actually travelling, so it is true however the Henter got moved — walked, lunged, or carried by a cutscene.

What other slices use

entity lanternA direct child of henter_figure, carried onto the stave's hook every frame and hanging plumb. Where the glew flies to, and where the lantern's point light lives. Found by a shallow child scan, by entity.getDescendants, or by public:lanternEntity().
public:setGlow(t)0..1 — how full the lantern reads. Drives the light's intensity and radius and the size of the flame inside the glass.
public:playHent()Plays the snatch: wind up, drive, settle, with the lantern thrown forward on its hook.
public:receiveGlew(x, y, z)Flies one mote from there into the lantern along an arc of its own.
public:lanternPosition()The world point the glew should aim at — the flame, not the ring.
public:noteGlewCaught()"A catch is already in flight." game.hero.GlewLook says this when the glew field flies a caught mote itself, so the body does not draw a second one over the top of it.

It listens for butt (the Henter is knocked back on their heels), glew (the lantern's own note), hent (the animation, and the fallback flight when nothing else drew one) and phase.

The sound it owns

Boots in wet heather on each end of the stride, the lantern's ring chinking on its hook when the swing turns over, iron creaking when a hent throws it forward, and the small warm note a mote makes dropping into the lantern — all from game.hero.heroaudio, synthesised, so none of it can arrive silent.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

HenterBody — the Henter as a made character. Sits on the PlayerPrototype body and builds the figure, the stave and the lantern under one child root, so a rebuild despawns the last build first. The figure is a hooded, mantled shape with a lantern hung from a hook on a stave. Nothing here is a skinned rig: every part is an entity in a chain of pivots (hips -> chest -> arm -> pole), and the animation turns those pivots. That is what makes the walk, the lean, the snatch and the pendulum of the lantern one system rather than a clip library. The geometry is `game.hero.meshes`, baked to `.mesh` assets under `/source/game/hero/`; the materials are `game.materials.henter_cloak`, `game.materials.glew_glass` and the `game.hero.*` set. Interface other slices rely on: entity named `lantern` — a child of the figure root, held on the hook every frame. Where the glew flies to and where the lantern's light lives. Reached by a shallow child scan, by `entity.getDescendants`, or by `public:lanternEntity()`. public:setGlow(t) — 0..1, how full the lantern reads public:playHent() — play the snatch public:receiveGlew(x, y, z) — fly one mote from there into the lantern public:lanternPosition() — the world point motes should aim at

LightModel

henter_cloak_mesh( ) → void

henter_hem_mesh( ) → void

henter_mantle_mesh( ) → void

henter_hood_mesh( ) → void

henter_arm_mesh( ) → void

henter_pole_mesh( ) → void

henter_pole_brass_mesh( ) → void

lantern_cage_mesh( ) → void

lantern_glass_mesh( ) → void

glew_spark_mesh( ) → void

glew_halo_mesh( ) → void

henter_wool( ) → void

henter_hood( ) → void

henter_brass( ) → void

henter_wood( ) → void

henter_void( ) → void

henter_rope( ) → void

henter_glint( ) → void

glew_core( ) → void

glew_halo( ) → void

lantern_core( ) → void

henter_cloak( ) → void

glew_glass( ) → void

mesh(name: string) → any

argtypedescription
namestring

mat(name: string) → any

argtypedescription
namestring

sharedMat(name: string) → any

argtypedescription
namestring

quatMul(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

euler(pitchDeg: number, yawDeg: number, rollDeg: number) → void

Yaw (Y), then pitch (X), then roll (Z). Degrees in, quaternion out.

argtypedescription
pitchDegnumber
yawDegnumber
rollDegnumber

clearBuild( ) → void

build( ) → void

applyGlow(flicker: number) → void

argtypedescription
flickernumber

lanternWorld( ) → void

spawnFlight(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

updateFlights(dt: number) → void

argtypedescription
dtnumber

clearFlights( ) → void

awake( ) → void

onDestroy( ) → void

bump(u: number, at: number, width: number) → number

A smooth 0 -> 1 -> 0 bump peaking at `at`, `width` wide.

argtypedescription
unumber
atnumber
widthnumber

update(dt: number) → void

argtypedescription
dtnumber

setGlow(t: number) → void

argtypedescription
tnumber

playHent( ) → void

receiveGlew(x: number, y: number, z: number) → void

One mote, from wherever it was, into the lantern.

argtypedescription
xnumber
ynumber
znumber

noteGlewCaught( ) → void

Something else is already flying a caught mote home — `game.hero.GlewLook` says so when the field takes the mote itself. The body then draws no flight of its own for that hent, so a catch is shown once and never twice.

lanternPosition( ) → void

The world point the glew should aim at: the flame inside the lantern.

lanternEntity( ) → any

onPropertyChanged(key: ?, value: ?) → void

argtypedescription
key?
value?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

117+items
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material · born here
❒asset
# henter_wood The stave: dark, dry, barely reflective wood.
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mesh · born here
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# glew_halo_mesh Five nested shells in one mesh. Drawn additive, they build a radial falloff out of geometry alone — how a mote glows with no bloom pass. Built by game.hero.meshes.
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# lantern_core The flame inside the lantern glass.
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# lantern_cage_mesh The lantern's brass: roof, rings, six corner posts, base pan and hanging ring. Built hanging below its own origin so it swings from the right point. Built by game.hero.meshes.
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# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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mesh · born here
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# henter_arm_mesh A sleeve, hanging from the shoulder at its own origin and flaring at the cuff. Built by game.hero.meshes.
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mesh · born here
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# henter_pole_mesh The stave the lantern rides on: tapered, with a weighted butt. Built by game.hero.meshes.
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material · born here
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# henter_wool The Henter's mantle and cuffs: heather-grey wool with a cool sheen, drawn from both sides so an open cape has no missing wall.
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mesh · born here
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# lantern_glass_mesh The lantern's six panes, drawn from both sides so the lantern has an interior. Built by game.hero.meshes.
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material · born here
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# henter_brass The lantern's cage, the stave's collars and the throat clasp: warm brass with a faint catch of its own so it reads at night.
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material · born here
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# glew_halo The additive shell around a mote and around the lantern's flame. Adds without writing depth, so nested shells build a falloff.
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material · born here
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# henter_glint The two amber sparks in the dark of the hood — the lantern catching the Henter's eyes.
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material · born here
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# henter_rope The rope belt, the satchel strap, the cowl cord and the bedroll ties.
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mesh · born here
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# henter_hood_mesh The cowl: a hood whose peak leans further forward the higher it climbs, and whose front is genuinely open. Built by game.hero.meshes.
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material · born here
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# henter_void The shadow inside the cowl where a face would be. Near-black, and reflects almost nothing.
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mesh · born here
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# henter_cloak_mesh The Henter's cloak: one fall of heavy cloth from the shoulders to the ground, its hem waving in and out five times around. Built by game.hero.meshes.
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material · born here
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module · born here
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# meshes The Henter's geometry, and the bake that writes it out. Every shape the hero slice draws is defined here as a function over `game.hero.shapes`, and `bake()` turns each one into a durable `.mesh` asset under `/source/game/hero/`. The component resolves the assets by identity and never builds geometry at runtime, so every client in the world draws the same vertices out of one shared GPU mesh. ```luau require("game.hero.meshes").bake() -- every mesh require("game.hero.meshes").bake("lantern_cage_mesh") -- just one ``` The bake returns a row per mesh with its triangle count and local AABB, so a shape can be checked without rendering it. Change a profile below, run the bake, and the figure is different on the next frame. ## The parts | Mesh | | |---|---| | `henter_cloak_mesh` | One fall of heavy cloth from the shoulders to the ground, waving in and out five times around the hem. Narrows hard above the waist so the sleeves have somewhere to come out of. | | `henter_hem_mesh` | The band of mantle cloth turned up along that hem. | | `henter_mantle_mesh` | A short shoulder cape in a different cloth. Its six-lobed hem breaks the cloak's five, so the two never line up. | | `henter_hood_mesh` | A cowl whose peak leans further forward the higher it climbs, and whose front is genuinely open — the quads over the face are left out. | | `henter_arm_mesh` | A sleeve hanging from the shoulder at its own origin, flaring at the cuff. | | `henter_pole_mesh` | The tapered stave, with a weighted butt. | | `henter_pole_brass_mesh` | Two collars, a ferrule, and the hook the lantern hangs from, bent forward out of the top. | | `lantern_cage_mesh` | Roof, two rings, six corner posts, base pan and hanging ring — built hanging BELOW its own origin, so it swings from the right point. | | `lantern_glass_mesh` | Six panes, drawn from both sides so the lantern has an interior. | | `glew_spark_mesh` | A six-point spark with alternating spike lengths. | | `glew_halo_mesh` | Five nested shells in one mesh: additive, they build a radial falloff out of geometry alone. | ## Landmarks `CHEST_Y` is the pivot every part above the waist is built around; `SHOULDER` and `ARM_LENGTH` place the sleeves; `POLE_HOOK` is where the lantern hangs, in the stave's own space. The figure stands 1.94 m, hem on the ground.
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material · born here
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# glew_core A mote's own light: the amber the whole palette is built to frame.
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mesh · born here
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# henter_hem_mesh The band of mantle cloth turned up along the cloak's hem. Built by game.hero.meshes.
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mesh · born here
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# henter_pole_brass_mesh The brass on the stave: two collars, a ferrule, and the hook the lantern hangs from. Built by game.hero.meshes.
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module · born here
❒asset
# heroaudio The sounds the Henter's own body makes. The sound slice owns the bed, the mix and the voice; the rules slice owns the hent and the catch. What is left is what the FIGURE does: boots in wet heather, a hung lantern that chinks on its hook when the swing turns over and creaks when a snatch throws it forward, and the small warm note a mote makes dropping into the lantern. Every clip is synthesised here from raw f32 PCM, so none of it depends on a generation service and none of it can arrive silent because a network call failed. ```luau require("game.hero.heroaudio").bake() -- (re)write every clip HeroAudio.step({ pos = { x, y, z }, volume = 0.3 }) HeroAudio.play("lantern_chink", { pos = { x, y, z } }) ``` `bake()` writes the clips as `.soundClip` assets under `game/hero/clips` and reads each one back with `audio.info`, so it reports what actually landed rather than what it meant to write. | Clip | | |---|---| | `step_a` / `step_b` / `step_c` | 190 ms. Filtered noise through a one-pole low-pass with a heel under it; three openings of the filter so a run of steps never repeats. | | `lantern_chink` | 160 ms. Three struck partials behind a noise transient. | | `lantern_creak` | 420 ms. A low resonance with a slow grip-and-slip ripple in it. | | `glew_home` | 260 ms. A small rising note with a bell over it. | Playback goes through `game.audio.sfx`, so every one of these gets the voice budget, the collapse window and the pitch jitter that keeps a crowded hill from turning to mush. Steps and chinks are priority 0 — set dressing that gives way to the narrator.
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mesh · born here
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# henter_mantle_mesh The Henter's shoulder cape. Its six-lobed hem breaks the cloak's five, so the two never line up. Built by game.hero.meshes.
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material · born here
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# henter_hood The cowl's cloth. The cloak's colour, drawn from both sides so the hood's open mouth reads.
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mesh · born here
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# glew_spark_mesh A mote of glew: a six-point spark with alternating spike lengths, so it turns without ever looking like a sphere. Built by game.hero.meshes.
▲ 0↑ born
backing path · game/hero/HenterBody.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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