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>
This commit is contained in:
arcattack
2026-07-23 01:09:13 -05:00
co-authored by Claude Opus 4.8
parent 76eaddc4a8
commit 02a41f165f
4 changed files with 30 additions and 7 deletions
+4 -2
View File
@@ -73,7 +73,8 @@
extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
const Point3D &targetPos, Scalar speed, Scalar damage,
const Vector3D *launch_velocity = 0, int guided = 1,
int weapon_subsys = -1, int splash_burst = 0, int muzzle_seg = -1);
int weapon_subsys = -1, int splash_burst = 0, int muzzle_seg = -1,
int damage_type = 2 /*ExplosiveDamageType default*/);
//###########################################################################
// Port-side salvo replication state (missile-visibility wave).
@@ -318,7 +319,8 @@ void MissileLauncher::FireWeapon()
&launchVelocity, 1,
subsystemID /*messmgr explosion bundling at impact (task #7)*/,
(i == 0) ? nmiss : 0 /*salvo-lead: cluster splash baseBurst*/,
GetSegmentIndex() /*task #67: launch through the MOUNT frame (torso twist)*/);
GetSegmentIndex() /*task #67: launch through the MOUNT frame (torso twist)*/,
(int)damageData.damageType /*missile = Explosive (authentic)*/);
// Salvo replication (missile-visibility wave): bump the fire counter + stamp
// the aim point; the extended update record carries both to peer nodes.