<!-- SOLID CITY · part 442 -->
h (e) {}
  if (window.CityBook) try { CityBook.update(dt); } catch (e) {}
  if (window.CityPodium) try { CityPodium.update(dt); } catch (e) {}
  if (window.CityTunnelBore) try { CityTunnelBore.update(dt); } catch (e) {}
  if (window.CityStarwell) try { CityStarwell.update(dt); } catch (e) {}
  if (window.CityHyperTrain) try { CityHyperTrain.update(dt); } catch (e) {}
  if (window.CitySolidSanctuary) try { CitySolidSanctuary.update(dt); } catch (e) {}
  if (window.CityAncestorRoads) try { CityAncestorRoads.update(dt); } catch (e) {}
  if (window.CityColosseum) try { CityColosseum.update(dt); } catch (e) {}
  if (window.CityImperialColosseum) try { CityImperialColosseum.update(dt); } catch (e) {}
  if (window.CityHiddenShip) try { CityHiddenShip.update(dt); } catch (e) {}
  if (window.CityVillageMauna) try { CityVillageMauna.update(dt); } catch (e) {}
  if (window.CityMountainHomes) try { CityMountainHomes.update(dt); } catch (e) {}
  if (window.CityGateAncestors) try { CityGateAncestors.update(dt); } catch (e) {}
  if (window.CityLanternVigil) try { CityLanternVigil.update(dt); } catch (e) {}
  if (window.CityCompassMeridian) try { CityCompassMeridian.update(dt); } catch (e) {}
  if (window.CityRoostKeel) try { CityRoostKeel.update(dt); } catch (e) {}
  if (window.CityOverlookMira) try { CityOverlookMira.update(dt); } catch (e) {}
  if (window.CityEighthGate) try { CityEighthGate.update(dt); } catch (e) {}
  if (window.CityHallBecoming) try { CityHallBecoming.update(dt); } catch (e) {}
  if (window.CityFoundry) try { CityFoundry.update(dt); } catch (e) {}
  if (window.CityHyperCity) try { CityHyperCity.update(dt); } catch (e) {}
  if (window.CityFirstCity) try { CityFirstCity.update(dt); } catch (e) {}
  if (window.CityFirstParking) try { CityFirstParking.update(dt); } catch (e) {}
  if (window.CityFleet) try { CityFleet.update(dt); } catch (e) {}
  if (window.CityFirstWard) try { CityFirstWard.update(dt); } catch (e) {}
  if (window.CityWards) try { CityWards.update(dt); } catch (e) {}
  if (window.CitySkyward) try { CitySkyward.update(dt); } catch (e) {}
  if (window.CityJubilee) try { CityJubilee.update(dt); } catch (e) {}
  if (window.CitySouthGate) try { CitySouthGate.update(dt); } catch (e) {}
  if (window.CityWardHouses) try { CityWardHouses.update(dt); } catch (e) {}
  if (window.CityAnnex) try { CityAnnex.update(dt); } catch (e) {}
  if (window.CityQuadrantCrown) try { CityQuadrantCrown.update(dt); } catch (e) {}
  if (window.CitySpaceport) try { CitySpaceport.update(dt); } catch (e) {}
  if (window.CityLostWings) try { CityLostWings.update(dt); } catch (e) {}
  if (window.CityOctaPool) try { CityOctaPool.update(dt); } catch (e) {}
  if (window.CitySolidFigure) try { CitySolidFigure.update(dt); } catch (e) {}
  if (window.CitySolidMirror) try { CitySolidMirror.update(dt); } catch (e) {}
  if (window.CityBetweenStones) try { CityBetweenStones.update(dt); } catch (e) {}
  // ship + avatar + sable placement (scene space = absolute - origin)
  ship.position.set(S.ship.x - origin.x, S.ship.y, S.ship.z - origin.z); ship.quaternion.copy(S.ship.q);
  var fl = S.mode === 'fly' || S.mode === 'auto' || S.mode === 'launch' || S.mode === 'watch' ? 0.6 + Math.min(S.ship.speed, 3000) / 1200 + (S.ship.boost ? 0.8 : 0) : S.mode === 'countdown' ? null : 0.01;
  if (fl !== null) shipFlames.forEach(function (f) { f.scale.set(1, Math.min(fl, 2.2) * (0.9 + Math.random() * 0.2), 1); });
  avatar.position.set(S.p.x - origin.x, S.p.y, S.p.z - origin.z);
  sable.position.set(SABLE_POS.x - origin.x, SABLE_POS.y + 0.1 + Math.sin(S.t * 1.3) * 0.06, SABLE_POS.z - origin.z);
  if (S.mode === 'walk') sable.rotation.y = Math.atan2(S.p.x - SABLE_POS.x, S.p.z - SABLE_POS.z);
  sable.userData.halo.rotation.z = S.t;
  for (var i = 0; i < animated.length; i++) animated[i](S.t);
  placeCamera(dt);
  updateTerrain({ x: camAbs.x, y: camAbs.y, z: camAbs.z }, MOBILE ? 4 : 6);
  updateHUD(dt);
  /* the render rest (AI BROWSER MODE): while the visitor stands
   * still, the picture is already drawn — drawing it sixty times
   * a second is the idle burn that killed every inspection. In
   * this mode the render fires on movement, and otherwise on a
   * slow heartbeat (every 20th frame) so living things still stir
   * on the still visitor's screen. */
  if (window.CityAILight) {
    aiF++;
    var aiMoved = Math.abs(S.p.x - aiLX) > 0.05 || Math.abs(S.p.z - aiLZ) > 0.05 || Math.abs((S.camYaw || 0) - aiLYaw) > 0.002;
    if (aiMoved || aiF % 20 === 0) { aiLX = S.p.x; aiLZ = S.p.z; aiLYaw = S.camYaw || 0; renderer.render(scene, camera); }
  } else renderer.render(scene, camera);
  if (PERF) { renderer.getContext().finish(); workTimes.push(performance.now() - now0); if (workTimes.length > 600) workTimes.shift(); }
}

/* ---------------- boot ---------------- */
var cityBuilt = false;
function boot() {
  $('sc-load').textContent = 'Raising the capital…';
  setTimeout(function () {
    buildCity(); cityBuilt = true;