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The campaign scripts only run on the host, against every player's unit, but some of their habits assumed split-screen: - volume_test_objects_all on the players waited for every player in the volume at once: the Maw's bridge cutscene, a30's Pelican pickups. In co-op one player arriving is enough now. - Scripts name players as player0 and player1, so everyone past the second was left out of what they did: Pelican loads (a30's pickups, insertions), getting out, cutscene teleports and freezes, starting profiles. Those players now follow player0 (coop_scripts.c). - A cutscene filmed far from every player (b30's sword Elite at the shaft door) wasn't active on clients: the cluster the scripts force active (object_pvs_activate) now rides in the presentation's spare bytes, and what the host's camera films is sent to clients as often as what is next to their players. - A mission the scripts fail (d40's timer, a50's Keyes) only respawned the players, leaving them in the failure cutscene for good. It now reverts like the cutscene skip does; everyone dying still respawns at the last checkpoint. The scripts' game_revert reverts the same way. The network version is unchanged: the presentation keeps its size, and a host without the active cluster sends zeroes, which read as none.