Issue #27: projectiles carry the weapon's real damage type (ballistic)
Playtest matchlog forensics: across 2,591 applied-damage events in two rounds, Ballistic (type 1) damage NEVER appeared -- Collision/Explosive/ Laser/Energy only -- despite 136 projectile impacts and autocannon/Gauss mechs. The weapon parses its authentic damageData.damageType correctly (mechweap.cpp:316 maps "BallisticDamage" -> 1), but BTPushProjectile never carried the type and every projectile-impact site in mech4.cpp hardcoded ExplosiveDamageType. So autocannon/Gauss rounds were scaled against armor by damageScale[Explosive] instead of damageScale[Ballistic] (the model indexes a distinct scale cell per damage type) -- every ballistic weapon did the wrong damage all night. Lasers/PPCs were unaffected (their SendDamageMessage path carries the weapon's own damageData); missiles happen to BE Explosive so only autocannon & Gauss were mis-scaled. BTProjectile gains a damageType field, threaded from the firing weapon (damageData.damageType) at launch through to the impact dispatch; missiles resolve Explosive from their own streamed type, autocannon/ Gauss now resolve Ballistic. The missile-splash template stays Explosive. Enum is anonymous so the field casts to Enumeration. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -258,6 +258,19 @@ Band effects: `MechDeathHandler::Tick` fires the CURRENT band descriptor on any
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(the binary's changed-flag semantics, workflow-verified) — a damaged mech under fire smokes/
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burns per hit; the earlier crossing-only gate was over-tight (the metronome was SHKWAVE).
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## Ballistic damage type -- FIXED (2026-07-23, issue #27) [T2]
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Playtest matchlog forensics (2,591 applied-damage events over 2 rounds): the damageType
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histogram had Collision/Explosive/Laser/Energy but **Ballistic (type 1) NEVER appeared**,
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despite 136 projectile impacts + autocannon/Gauss mechs. The weapon parses its authentic
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`damageData.damageType` right (mechweap.cpp:316, "BallisticDamage"->1), but `BTPushProjectile`
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dropped it and every mech4.cpp projectile-impact site hardcoded `ExplosiveDamageType` -- so
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autocannon/Gauss scaled against armor via `damageScale[Explosive]` not `damageScale[Ballistic]`
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(distinct cells: `damageLevel += amount * damageScale[type]`). Lasers/PPCs were correct (their
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`SendDamageMessage` carries the weapon damageData); only the projectile path flattened. FIX:
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`BTProjectile` gains a `damageType` field, threaded from the weapon at launch through to impact
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(missiles still resolve Explosive from their own type; autocannon/Gauss now Ballistic). The
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missile-SPLASH template stays Explosive. [T2 verify: an autocannon mech produces type=1 DMG.]
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## Damage delivery + the real damage model
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`Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&)` → `target->Dispatch`.
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**Base handler IGNORES zone==−1** (`Entity::TakeDamageMessageHandler`, ENTITY.cpp:878 — returns on
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