Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)

The MadCat torso twists, the view turns with it, and targeting follows.
Three reconstruction fronts closed:

THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up):
- PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered
  Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog
  MIRRORS the watched subsystem's electrical level (+0x278), brownout
  downgrade when gen output <= minVoltage% x rated.  @004b1804 relabeled
  ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong.
- The factory watcher-CONNECT pass reconstructed (vtable slot +0x38,
  @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes):
  watchedLink.Add(roster[watchedSubsystem]) on the master node.  Was the
  SubProxy::Start() no-op -- every watchdog sat at 0 forever.
- MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f =
  permanent brownout) and PowerWatcher's Derivation chains its REAL base
  HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the
  whole Torso/Searchlight/ThermalSight family).
- KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not
  "HeatSink"); the btl4gaug heat-widget gate now tests it via the
  BTIsHeatWatcher bridge.

THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes):
- The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in
  every twist-capable .SKL; the camera + canopy ride the same hinge
  subtree through HingeRenderable's live matrix-stack compose -- ALREADY
  WORKING in the port.  The crosshair stays screen-centered (center IS
  the boresight); the twist reads on the tape carets/compass/radar.
- The real bug was the port's gBTAimX = tan(twist) slew (the falsified
  "body-mounted view" model): the camera already carried the twist, so
  the crosshair counter-slid to hull-forward and the fire ray with it.
  Deleted; the pick ray inherits the twist from the yawing eye basis.
- Two instrumentation traps documented (chase-eye-as-default-camera,
  BT_FORCE_TORSO clobbering real joints -> the hook now only fills
  unresolved ones); an over-correcting explicit eye compose was added on
  those false readings and retired the same day.

CONTROLS + REPLICATION:
- Q/E spring-center on release (the axis is a twist-RATE demand; the old
  hold-deflection model drifted forever); X also zeroes the axis and
  pulses the authentic torso Recenter (@004b6918).  M cycles control
  mode via the real CycleControlMode body.
- Torso update-record DIRECTION fixed: engine truth is Write=serialize /
  Read=apply; @004b6a78 is the READ (was mislabeled Write) and the
  missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C,
  twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD
  -140-degree ghost twist.
- Marching-ghost desync: 4 Standing-case guards zero stale reverse
  cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate).
- Kill credit rerouted to the OBSERVED killer (lastInflictingID ->
  killer's player link) -- kills count, target K/D populates.

KB: subsystems.md (watcher chain), multiplayer.md (record direction),
combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view
re-correction), decomp-reference.md (new addresses + tag fix),
open-questions.md (dead capability-roster loops 2-4, snapshot CD read).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-13 13:27:49 -05:00
co-authored by Claude Fable 5
parent 065c114590
commit 02cdfd6576
29 changed files with 1112 additions and 124 deletions
+14 -1
View File
@@ -61,7 +61,20 @@ inverse(eyeWorld)`. No LookAt anywhere.
- offset matrix = the segment's **GetBaseOffset()** (segment+0x74, the LOCAL rest transform) —
NOT GetSegmentToEntity, NOT an upright basis;
- parent = the eyepoint segment's **parent draw component** (`dcs_array[GetParentIndex()]`) —
liveness (torso pose, gait, gyro) reaches the eye ONLY through this parent chain;
liveness reaches the eye through this parent chain in the PORT TOO (task #58 FINAL): the
twist path is `Torso::PushTwist → Joint::SetRotation → hinge rotationAmount →
HingeRenderable::Execute` (multiplies the live hinge into the matrix stack), and the eye
executes inside that scope (`jointtorso → jointeye → siteeyepoint`; VERIFIED: with the real
jointtorso swept, the active cockpit `[eyefwd]` swings ~60° and the torso hinge renderable
sits in the eye's parent chain). The CAMERA yaws with the twist, the canopy rides the same
subtree, the crosshair stays screen-centered — see [[combat-damage]] Targeting.
⚠ TWO instrumentation traps produced false "eye is frozen" readings first: (1) the headless
default camera is the CHASE eye (root-parented, same DPLEyeRenderable class — gate probes on
the COCKPIT eye being live); (2) `BT_FORCE_TORSO` used to override the joint names with the
BLH demo pair (`jointshakey2`/`jointtshadow`), silently redirecting a MadCat sweep into the
SHADOW hinge — the hook now only fills joints the resource left unresolved. An explicit
eye-side twist compose added on those false readings DOUBLE-ROTATED the view (2× vs the 1×
canopy) and is retired;
- the `EyepointRotation` entity attribute (EulerAngles; Mech member, init 0).
- **Combine order:** `FUN_0040b104(dst,A,B)` computes `dst = B × A` (translation from B) →
the eye local = `baseOffset × R`, R applied FIRST in eye-local space. Recomputed only when the