diff --git a/MshLib/Msh0x01.cs b/MshLib/Msh0x01.cs
index f2d1b21..955f892 100644
--- a/MshLib/Msh0x01.cs
+++ b/MshLib/Msh0x01.cs
@@ -183,6 +183,29 @@ public enum NodeFlags : ushort
///
MSH01_NO_SHADOW = 0x0040,
+ ///
+ /// If this MSH01 flag is set, depletion/restore of this NDP slot should not
+ /// participate in central-piece state updates. In practice it maps to
+ /// CONTROL_NDP_REF_FLAG_NO_CENTRAL_STATE_UPDATE and probably prevents this piece
+ /// from changing the "central" damage/mobility accounting.
+ ///
+ MSH01_NO_CENTRAL_STATE_UPDATE = 0x0100,
+
+ ///
+ /// If this MSH01 flag is set, the matching ControlNdpRef becomes fatal/critical.
+ /// When that NDP slot is depleted, higher-level life logic likely treats the owning
+ /// object as destroyed or forces a kill/failure path.
+ ///
+ MSH01_NDP_FATAL_ON_DEPLETION = 0x0200,
+
+ ///
+ /// If this MSH01 flag is set, this NDP slot derives or clamps its life ratio
+ /// from the parent piece/NDP slot. It maps to
+ /// CONTROL_NDP_REF_FLAG_INHERIT_PARENT_LIFE_RATIO and is likely used for
+ /// child/helper damage parts that should visually follow parent damage state.
+ ///
+ MSH01_NDP_INHERIT_PARENT_LIFE_RATIO = 0x0400,
+
///
/// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag.
/// Exact semantic name still provisional.
diff --git a/NResUI/ImGuiUI/MainMenuBar.cs b/NResUI/ImGuiUI/MainMenuBar.cs
index 7a1e83e..cd10e73 100644
--- a/NResUI/ImGuiUI/MainMenuBar.cs
+++ b/NResUI/ImGuiUI/MainMenuBar.cs
@@ -1,4 +1,5 @@
using System.Numerics;
+using System.Text.Json;
using CpDatLib;
using ImGuiNET;
using MissionTmaLib;
@@ -137,6 +138,7 @@ namespace NResUI.ImGuiUI
cpDatSchemeViewModel.SetParseResult(parseResult, path);
Console.WriteLine("Read cp .dat");
+ Console.WriteLine(JsonSerializer.Serialize(parseResult.Scheme));
}
}
diff --git a/README.md b/README.md
index 5b7f9a5..aed0bad 100644
--- a/README.md
+++ b/README.md
@@ -499,6 +499,20 @@ Does not call primitive->Render; merges primitives into batched dynamic-VB draws
Same primitive pointer list style as PrimLayer2.
Renders only when UseReflections is enabled and clears Z before render.
+## Item system RE
+
+0x14 - CONTROL_ITEM_TYPE_CRITICAL_SUPPORT
+
+```
+If the unit has no special critical-support items, enter decay when total NDP life falls below the configured low-life threshold.
+
+If the unit has multiple critical-support items, ignore the normal HP threshold and instead enter decay when enough support items report a failed/low value.
+
+While in critical decay, apply continuous negative NDP life delta until the unit is destroyed.
+```
+
+0x16 - CONTROL_ITEM_TYPE_GUIDANCE
+
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