SHOGO COMPARISON - VERSION 0.13

Original numeric definitions and animation event times were compared with the local Shogo source reference and installed assets.
55 checks passed.

PASS Colt45: damage matches UT99 balance profile
PASS Colt45: range matches original Shogo definition
PASS Colt45: spread matches original Shogo definition
PASS Colt45: magazine matches original Shogo definition
PASS Colt45: first shot aligns with the original FIRE_KEY at 0.028s
PASS Shotgun: damage matches UT99 balance profile
PASS Shotgun: range matches original Shogo definition
PASS Shotgun: spread matches original Shogo definition
PASS Shotgun: magazine matches original Shogo definition
PASS Shotgun: first shot aligns with the original FIRE_KEY at 0.000s
PASS MachineGun: damage matches UT99 balance profile
PASS MachineGun: range matches original Shogo definition
PASS MachineGun: spread matches original Shogo definition
PASS MachineGun: magazine matches original Shogo definition
PASS MachineGun: first shot aligns with the original FIRE_KEY at 0.090s
PASS AssaultRifle: damage matches UT99 balance profile
PASS AssaultRifle: range matches original Shogo definition
PASS AssaultRifle: spread matches original Shogo definition
PASS AssaultRifle: magazine matches original Shogo definition
PASS AssaultRifle: first shot aligns with the original FIRE_KEY at 0.100s
PASS EnergyGrenade: damage matches UT99 balance profile
PASS EnergyGrenade: range matches original Shogo definition
PASS EnergyGrenade: spread matches original Shogo definition
PASS EnergyGrenade: magazine matches original Shogo definition
PASS EnergyGrenade: first shot aligns with the original FIRE_KEY at 0.000s
PASS EnergyGrenade: projectile radius matches original Shogo definition
PASS EnergyGrenade: projectile speed matches original Shogo definition
PASS EnergyGrenade: projectile fuse matches original Shogo definition
PASS KatoGrenade: damage matches UT99 balance profile
PASS KatoGrenade: range matches original Shogo definition
PASS KatoGrenade: spread matches original Shogo definition
PASS KatoGrenade: magazine matches original Shogo definition
PASS KatoGrenade: first shot aligns with the original FIRE_KEY at 0.000s
PASS KatoGrenade: projectile radius matches original Shogo definition
PASS KatoGrenade: projectile speed matches original Shogo definition
PASS KatoGrenade: projectile fuse matches original Shogo definition
PASS TOW: damage matches UT99 balance profile
PASS TOW: range matches original Shogo definition
PASS TOW: spread matches original Shogo definition
PASS TOW: magazine matches original Shogo definition
PASS TOW: first shot aligns with the original FIRE_KEY at 0.225s
PASS TOW: projectile radius matches original Shogo definition
PASS TOW: projectile speed matches original Shogo definition
PASS TOW: projectile fuse matches original Shogo definition
PASS Tanto: damage matches UT99 balance profile
PASS Tanto: range matches original Shogo definition
PASS Tanto: spread matches original Shogo definition
PASS Tanto: magazine matches original Shogo definition
PASS Tanto: first shot aligns with the original FIRE_KEY at 0.400s
PASS SqueakyToy: damage matches UT99 balance profile
PASS SqueakyToy: range matches original Shogo definition
PASS SqueakyToy: spread matches original Shogo definition
PASS SqueakyToy: magazine matches original Shogo definition
PASS SqueakyToy: first shot aligns with the original FIRE_KEY at 0.000s
PASS AssaultRifle: original scoped FIRE_KEY events are 0, 125 and 250 ms

Presentation and engine adaptations:
- Original gun/arm artwork, firing/reload motion and event times are retained. Bone rotations are now interpolated before baking at 60 frames per second, reducing deformation of rigid parts.
- UT99 vertex position precision still imposes some residual movement of textures.
- Both grenade launchers now apply the small original spread, in addition to their original nominal speeds and fuse lengths.
- UT99 zone gravity determines projectile arcs; matching numeric launch speeds does not make every trajectory identical to LithTech.
- Kato rebounds intentionally preserve the requested continuous hopping behavior instead of settling. The new host bounce control scales that behavior.
- Original recoil animations are retained. LithTech's extra random viewmodel offsets for the assault rifle and machine gun are not reproduced.
- Explosion artwork, timing and layers are adapted to UT99 lights and additive rendering. Armor and damage absorption follow UT99 rules.
- This was a source/assets and UT99 runtime comparison, not a captured side-by-side Shogo gameplay test.

Reference: https://github.com/jsj2008/lithtech/tree/master/Shogo
