How did multi2 work in 2004? Was it @multi2 or an engine command?
How did the engine know to resume the script when it receives if_button for that option's component?
What does a Developer Manual page look like when a command involves corruption? We currently assume the _findall/next commands might be tagged as corrupting its relevant pointer, and that "corrupting" means any delays/suspensions warn about unsafely using those pointers. Find results must be stored globally and a delay no longer guarantees the results are safe to use. Would be good to have validation.
What arguments does map_projanim take for projectiles?
What are the old interface commands called? Pre-if3 and pre-cs2. We've taken some liberties based on practical uses. But there's too many unknowns, so we end up with stuff that looks like if_openmainmodal and if_opensideoverlay
What are all of the pointers available? last_int, active_npc/obj/loc/player etc
What pointers does opheldu have all exposed to it? last_item, last_useitem, last_slot, last_useslot?
How does firemaking prevent lighting fires inside of banks and on top of certain locs?
What hunt properties/values are there? We know about type, check_vis, check_nottoostring, check_notcombat, check_notcombat_self, check_notbusy, find_keephunting, find_newmode, nobodynear, rate, check_afk. Any configs we could see would help get a closer feature-perfect aggression.
What command checks if multiple players are inside of an NPC's hero points list (like to disable Ironman dropping)?. We only know of npc_findhero and npc_heropoints($damage). Is the loot_choosehero proc related to newer features around drop restrictions?
What command are used around a player's "hero points" in PKing scenarios?
What var properties are there? We know with varp, there's clientcode, protect, scope, transmit, and type, but we suspect it may have more based on decompiled client code.
Does your interface editor allow you to view old interfaces still ("if1")? They have a very simple way of conditionally switching activetext/text, activecolour/colour etc. We'd love to know what that looks like visually instead of a reverse-engineered understanding of packed output. ex: Testing a var, checking an inventory.
How did music regions work in 2004 before there were .area configs? Was there a trigger that ran every tile you moved? Did multi-way zones work through the same trigger?
How do bind effects/stuns work on players, what runs to check if a player can move?
How do you cancel a logout? We made a logout trigger and a command called “p_stoplogout” for this purpose. If p_stoplogout was called in this trigger it won’t remove the player.