Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): Call of Duty: Modern Warfare 2 · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.
Source maintainer: r614 · Revision: 10d36974ca0a · Catalogued: 2026-10-12
Source license: Apache-2.0 · LICENSE · Article: Source README (format adapted)
The source README follows, with formatting adapted for this site and images replaced by source links. Feature, completion and testing claims belong to its authors and have not been independently playtested here. The Traditional Chinese translation was prepared with AI assistance.
Mirrorwarfare
Mirror’s Edge Catalyst parkour with Call of Duty: Modern Warfare 2 (2009) guns, in a
free-for-all with bots. Mirrorwarfare is a fork of iw4L,
an open-source MW2 runtime written in Rust with Bevy. It reads both
games from installations you already own: nothing from either game is in this repository.
What’s in it
- Catalyst movement (
crates/movement_mec): sprint momentum, wallrun and wallrun
chains, wall jumps, wallclimb and ledge grabs, the wall turn (quickturn on the wall and
kick off), vaults, springboards, slides, coil, landing rolls and hard-landing tiers. Speeds,
heights and timings come from Faith’s animation state graph decoded from Catalyst’s own
data; each tuning value records where it came from. - MW2 combat: weapons, classes, killstreaks, the FFA game mode and bots from iw4L, with
per-move weapon rules (hip fire during wallruns, weapon lowered while climbing, vaulting
and rolling). - Faith’s third-person animations, decoded from Catalyst and retargeted onto the MW2
body, so other players and bots run, wallrun, vault and roll like Catalyst. - The Parkour Playground (
testbox): an 80 × 80 m arena built for the move set, with
four chained set-pieces, a 12 m tower, 14 spawns and collision that matches what you see.
Arenas can also be cut from Catalyst’s city with the extractor intools/mec. - A deterministic autopilot and test harness: routes are generated from the arena
geometry, an in-engine autopilot drives them from game state, repeated runs are
tick-identical, and the harness checks movement, load, performance, bots and stability.
Catalyst movement also runs on stock MW2 maps with IW4L_MOVEMENT=mec.
Requirements
Windows, with:
- Call of Duty: Modern Warfare 2 (2009) multiplayer, installed through Steam.
- Mirror’s Edge Catalyst, installed through Steam or the EA app. Only needed for Catalyst’s
third-person animations and for cutting city arenas; the Parkour Playground does not need it. - Rust with the MSVC build tools, uv and git.
- About 45 GB free next to the checkout if you extract Catalyst data.
Quick start
cargo build --profile play -p launcher # ~15 min the first time, ~2 min after
uv run scripts/mec-testbox.py # writes the Parkour Playground to ..\mec-arenas\testbox
.\Mirrorwarfare.cmd -Arena testbox -Bots 0 # practise on your own
.\Mirrorwarfare.cmd -Arena testbox -Bots 7 # FFA with bots
Mirrorwarfare.cmd runs this checkout’s own build (target\play\iw4l.exe, or -Exe),
finds MW2 through Steam and starts a match. -NoSound, -Spawn (skip class select),
-Menu and -List are also available. From the game’s menu: Private Match → Game Setup
→ Change Map → CATALYST, with a BOTS row in Game Setup.
Catalyst data (optional): powershell -ExecutionPolicy Bypass -File tools\mec\setup.ps1
finds Catalyst, dumps its data next to the checkout, decodes Faith’s animations into
..\mec-anims and cuts the city arenas. It is resumable; -DryRun shows the plan. Without
the animation pack the game falls back to stock MW2 animations.
Controls
| Input | Action |
|---|---|
| W | Run; speed builds up over about 3 s (there is no sprint key) |
| Space | Up: jump, wallrun (into a wall at an angle), wallclimb (straight at a wall), ledge grab, vault, springboard |
| C | Down: slide while running, coil in the air, landing roll when held at touchdown |
| Q | 180° quickturn, also on a wall during a wallclimb to kick off backwards |
| Mouse | MW2 weapons: fire, aim (not during wallruns), reload R, melee V, grenades F / G |
Type thirdperson in the console (~) to watch the body animations.
How it was built
- Engine: iw4L provides MW2 asset loading, rendering, netcode with server authority and
client prediction, the game scripts (GSC) and bots. Mirrorwarfare adds arena packages
(crates/asset_mec) grafted onto a stock map for its sky, sun and materials. - Catalyst data: Frostbite superbundles are dumped and parsed (EBX, mesh sets,
textures, Havok and world placement) by the Python tools intools/mec. The ANT
animation banks are decoded bytools/mec/antbank.pyandantanim.py: the state graph,
timing windows, root motion and clips. - Movement and animation:
movement_mecimplements Faith’s move set from the decoded
data, runs inside the simulation step and travels in snapshots.mec_animand
render_animretarget and play Catalyst clips on remote bodies. - Testing:
tools/harness(run.py,showcase.py,determinism.py) drives the game
with theautopilotconsole command. See MIRRORWARFARE.md for the
movement details, data provenance and limitations, and docs/RUN.md for
console commands.
This project is written almost entirely by an LLM, like the iw4L it builds on.
Known limitations
- Third person is not fully 1:1: quickturn and the long vault use stand-ins (their clips
use a codec that is not decoded yet), there is no hand or foot IK, and the rifle swings
with the hand during full-body moves. - Catalyst’s city arenas carry base colour, normal and specular maps with baked light only;
Catalyst’s own materials, glass and global illumination are approximated. - Only free-for-all is tuned. Bots find parkour routes by trial rather than planning them.
- Online play between machines is untested; all peers must run the same build.
Legal
Mirrorwarfare is an unofficial fan project. It is not affiliated with or endorsed by
Electronic Arts, DICE, Activision or Infinity Ward. Mirror’s Edge, Call of Duty and Modern
Warfare are trademarks of their owners. You need your own copies of both games; this
repository contains no game code, assets or extracted data, and the tools read your
installations without modifying them. Catalyst data is read from installed files only; no
DRM is bypassed or modified.
Credits and license
Built on iw4L, which credits
OpenAssetTools and its iw4x-x64
fork, IW4x,
KisakCOD and
Ghidra. The Catalyst tooling builds on
Frostbite-Scripts (MIT),
FrostyToolsuite,
AssetBankPlugin and
IceBloc.
Licensed under Apache 2.0 like iw4L, except where a file states otherwise:
tools/mec/antanim.py and tools/mec/antbank.py are GPL-3.0-only
(tools/mec/LICENSE-GPL-3.0) because the animation decoder is
ported from AssetBankPlugin, and tools/mec/fbebx.py is MIT, derived from Frostbite-Scripts.
These are standalone Python tools; the game itself does not include them. Preserve required
attribution and bundled font license texts when redistributing; see NOTICE.
License and provenance
The README and its translation retain Apache-2.0 terms. Changes comprise translation, links and formatting. Editable Markdown, the original README, LICENSE and NOTICE files are included in the linked bundle. This grants no rights to the original games, their assets or trademarks.
LICENSE
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References consulted during development
--------------------------------------------------------------------------------
These projects were read while working out how the original games behave. They
are named here because the reading happened, not because anything of theirs is
distributed: none of them is vendored, linked, bundled or otherwise shipped.
OpenAssetTools — https://github.com/Laupetin/OpenAssetTools
Open-source modding tools for older Call of Duty games. Its asset-structure
headers document the on-disk layouts IW4L reads. Licensed under GPLv3.
oat (iw4x-x64 fork of OpenAssetTools) — https://github.com/iw4x-x64/oat
The x64 fork, at revision 3a7442dee5ce040cfdb8da23fdb9fb525b5f743e, is the
tree whose IW4MS headers were read for the 64-bit FastFile layouts.
Licensed under GPLv3, like its upstream. No file in this repository is
compiled against, generated from or distributed with those headers.
IW4x — https://github.com/iw4x/iw4x-client
A custom client for Call of Duty: Modern Warfare 2 (2009), with dedicated
servers, security fixes and modding support. Read as a cross-reference for
asset and protocol behaviour. Licensed under GPLv3.
KisakCOD — https://github.com/SwagSoftware/KisakCOD
A Call of Duty 4 open-source reimplementation. Read as a cross-reference for
engine structure. IW4L targets IW4, so this is a neighbouring generation of
the same engine family, not the same codebase.
Ghidra — https://github.com/NationalSecurityAgency/ghidra
The software reverse engineering framework the original game binaries were
read with. A development tool: none of it, and none of its output, is
committed here or distributed with IW4L. Licensed under Apache 2.0.
--------------------------------------------------------------------------------
Game content
--------------------------------------------------------------------------------
No Call of Duty game data is contained in this repository or in any IW4L
release archive. IW4L reads game data from a copy of the game the user already
owns and has installed. Call of Duty, Modern Warfare, Black Ops, related
trademarks and all original game assets belong to their respective owners.
IW4L is not affiliated with, endorsed by or supported by them.
---
Mirrorwarfare additions
tools/mec/antanim.py and tools/mec/antbank.py are licensed GPL-3.0-only (see
tools/mec/LICENSE-GPL-3.0); the Dct animation decoder is a port of
marv7000/AssetBankPlugin and the AssetBank layout follows it.
tools/mec/fbebx.py is derived from Frostbite-Scripts, under the following license:
MIT License
Copyright (c) 2019 NicknineTheEagle
Portions Copyright (c) 2012-2017 Frankelstner
Portions Copyright (c) 2016 NoFaTe
Licenses for third party libraries are provided in the corresponding individual files.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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