# 2026-10-20: Der Headless-Lauf zeichnet jetzt jeden Takt (bhDrawEffect-Funktionen wie bhEff106 ziehen rand()
# wie im Spiel); danach steht Zombie 2 nach dem Zurueckweichen ausserhalb der Aufschaltung (combat_target -1).
# Ab 4170 waehlt je ein next_target-Druck (R2/naechstes Ziel) neu; Erwartungen der Pruefung unveraendert.
# Zombietod mit Blutlache (bhEne01_DieMode2W DD00, en01.c:9973-9995 -> bhSetBloodPoolLnk,
# effsub3.c:145). Ablauf wie combat-aim-enemy.txt: M93R aus dem Steve-Ereignis (RM_0030),
# Debug-Menue-Raumwechsel nach RM_0080 (Raumindex 10), --enemy-ai on, Griff aus.
# Diagnose-Aufstellung (-0.14, 0, 20.71), Blick 16384; die Aufschaltung waehlt den
# naechsten Zombie, der herankommt und nach den Treffern stirbt (mode0 4). Danach
# Dauerfeuer bis Bild 5603. Keine Flag-, Inventar- oder Gegnerdatenbearbeitung.
0 keys forward
90 keys none
3200 confirm
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3700 debug_key F2
3701 debug_select room 10
3702 confirm
3703 debug_key F2
3800 position -0.14 0 20.71 16384
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