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4 changes: 3 additions & 1 deletion HexwireApp.swift
Original file line number Diff line number Diff line change
Expand Up @@ -2640,7 +2640,9 @@ struct CombatView: View {
case "Mission004": return "Dead Man's Switch"
case "Mission005": return "Mekton Blues"
case "Mission006": return "Ghost Signal"
default: return "Unknown Mission"
// Replay modes (gauntlet floors, contracts) build their own mission
// objects and carry a real title — use it instead of a stub.
default: return RoomManager.shared.currentMission?.title ?? "Unknown Mission"
}
}

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2 changes: 1 addition & 1 deletion docs/audit/MissionCertificationMatrix.md
Original file line number Diff line number Diff line change
Expand Up @@ -48,7 +48,7 @@ What each logic column certifies (per mission, all six):
- **Save/resume** — completion decoded back from the raw UserDefaults blob
(what a relaunch loads), plus WP2's corruption/migration coverage.
- **Room-graph integrity** — unique room ids, valid connection targets/triggers,
known enemy/boss types only (17 spawn + 3 boss types, all mapped to factories),
known enemy/boss types only (22 spawn + 3 boss types, all mapped to factories),
spawns in-bounds and never in walls, an extraction room exists.

## Runtime launch smoke receipts
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