| name | kb-lookup |
| description | Navigator for the Urban Chaos original game knowledge base (48 files, ~450KB). Use this skill whenever you need information about the original game: how a subsystem works, what a function does, game mechanics, file formats, architecture, preprocessor flags, cut features. Trigger on: questions about the original Urban Chaos, "как работает X в оригинале", "что делает эта функция", "оригинальная механика", "как устроен", references to specific subsystems (physics, AI, rendering, navigation, combat, vehicles, etc.), or when you need to verify a claim about the original game before stating it as fact. IMPORTANT: Never guess about the original game — always use this skill to verify.
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Urban Chaos Knowledge Base Navigator
The knowledge base documents the original Urban Chaos (1999, MuckyFoot Productions) codebase.
It's located in original_game_knowledge_base/ (detailed, 48 files) and
original_game_knowledge_base_dense/ (compact summary, 3 files).
Critical Rule
Never make claims about the original game without verifying them in the KB.
"Probably works like this", "typical for games of that era", "usually in such cases" — unacceptable.
Either the fact is in the KB, or say "I don't know, need to check."
How to Navigate
Quick answer about multiple subsystems → DENSE_SUMMARY
Read all parts (they may be split across files):
original_game_knowledge_base_dense/DENSE_SUMMARY.md
original_game_knowledge_base_dense/DENSE_SUMMARY_2.md
original_game_knowledge_base_dense/DENSE_SUMMARY_3.md
~576 lines total. Covers all subsystems compactly with numbers, formulas, dependencies.
Read ALL parts, not just the first one.
Deep question about one specific subsystem → Read the subsystem file directly
Use the index below to find the right file.
Don't know which file → Check the index below, or read original_game_knowledge_base/KB_INDEX.md
KB Index — What to Read for What
General / Architecture
| Topic | File |
|---|
| Architecture, folder structure, entry point, file map | subsystems/../overview.md |
| Analysis scope, what's included/excluded | subsystems/../analysis_scope.md |
| Cut/disabled features | subsystems/../cut_features.md |
| All #ifdef flags, classification | subsystems/../preprocessor_flags.md |
Subsystems
| Topic | File |
|---|
| Physics and collisions | subsystems/physics.md |
| Physics — water, gravity, HyperMatter, WMOVE | subsystems/physics_details.md |
| Game objects (Thing system) | subsystems/game_objects.md |
| Game objects — Barrel, Platform, Chopper | subsystems/game_objects_details.md |
| AI and NPC behavior (PCOM core) | subsystems/ai.md |
| AI — Person data structures | subsystems/ai_structures.md |
| AI — detailed behaviors (MIB/Bane/Snipe/Zone) | subsystems/ai_behaviors.md |
| NPC navigation (MAV/NAV) | subsystems/navigation.md |
| Characters and animations | subsystems/characters.md |
| Characters — types, CMatrix33, Darci physics | subsystems/characters_details.md |
| Controls and input (PC) | subsystems/controls.md |
| Controls and input (PSX) | subsystems/psx_controls.md |
| Vehicles | subsystems/vehicles.md |
| Combat system | subsystems/combat.md |
| Weapons and items | subsystems/weapons_items.md |
| Weapons — grenades, autoaim, DIRT banks | subsystems/weapons_items_details.md |
| Interaction (grab/ladder/cable/zipwire) | subsystems/interaction_system.md |
| Game world and map | subsystems/world_map.md |
| Buildings and interiors | subsystems/buildings_interiors.md |
| Buildings — id.cpp rendering, WARE warehouses | subsystems/buildings_interiors_details.md |
| Level loading | subsystems/level_loading.md |
| Mission system (EWAY runtime) |
Resource Formats
| Format | File |
|---|
| Overview + folder structure | resource_formats/README.md |
| Maps (.pam/.pi/.pp) | resource_formats/map_format.md |
| 3D models (.IMP/.MOJ) | resource_formats/model_format.md |
| Animations (in .IMP/.MOJ) | resource_formats/animation_format.md |
| Textures (.TGA/.TXC) | resource_formats/texture_format.md |
| Lighting (.lgt) | resource_formats/lighting_format.md |
| Audio (.WAV) | resource_formats/audio_format.md |
| Mission scripts (.sty) | resource_formats/mission_script_format.md |
All paths above are relative to original_game_knowledge_base/.
Context Budget
The KB is ~450KB total — it does NOT fit in context.
- Reading 5+ KB files fills the context and causes compaction (data loss)
- For multi-subsystem questions: use DENSE_SUMMARY (576 lines) instead of individual files
- For single-subsystem deep dives: read only that one file
- Never load the whole KB "just in case"
Important: Pre-Release Codebase
original_game/ is a pre-release version, not the final game.
- Some features are commented out but work in the final release
- Some bugs in this version are fixed in the final
- "Commented out code" ≠ "cut feature"
- Reference: both release versions — Steam PC AND PS1
- When in doubt — ask the user (they played the PS1 final, can check PC via longplays)