#83: the COLLISION DIVERT -- type-0 damage prices as internal rattle, never armor
The crash self-damage reconstruction (9c83a46) exposed its missing second
half: the binary's TakeDamage hub DIVERTS damageType 0 (@0x4a0368) into
FUN_0049ffcc -- an export-gap distributor recovered by raw disasm -- so
collision damage NEVER reaches the zone/armor loop. Without the divert the
mover's raw kinetic-energy figure (60-ton mech: ~1000+ per wall tap, 90k+ on
a hard slam) fell into the WEAPON loop: 'tapped a wall and died instantly'.
The distributor, byte-anchored: gate on the owning player's advancedDamage
copy (+0x268 -- the manual's 'splash/collision damage' technician setting);
scale = (2000/moverMass) / (100 km/h in u/s)^2 / (1 - elasticity^2)
(tbyte 1/3.6 @0x4a0148; mass @+0x20c; elasticity @+0x244); scaled < 0.5 is
FREE; else Round(2x) sub-hits of 0.5 land on random INTERNAL subsystems
(HeatSink family / Gyroscope / Torso, drawn by collisionCriticalHitWeight
@0x10C) via ApplyDamageAndMeasure (@0x4ac07c). Bridges: family derivations
(heat/gyro/torso.cpp), BTPlayerAdvancedDamageOn (btplayer.cpp).
Verified: bhk1 wall test -- 94k slam = 4.2 rattle pts in 8 sub-hits, taps
free (0.049 < 0.5), armor untouched. A/B: arena wall-grind now 0 deaths,
27 rattle events, the limper STAYS GIMPED and peers' replicants re-enter the
gimp cycle between bounded staggers; grass circling unchanged (198 replicant
gimp entries). [crashdmg]/[colldmg] probes document the pricing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
9c83a468db
commit
14ff3519ac
@@ -872,6 +872,23 @@ its decomp writers (4668/10512) read as a per-frame state toggle, not a clean co
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port's `showDamageInflicted` label is itself a guess; port treats authored `SplashRadius>0` as the
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enable. See [[open-questions]].
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## Collision damage — the type-0 DIVERT + rattle distributor (#83, 2026-07-30) [T1 disasm/T2]
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`Mech::TakeDamageMessageHandler` diverts `damageType==0` (@0x4a0368) into
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`DistributeCollisionDamage` (FUN_0049ffcc, export gap, raw disasm `scratchpad/night6/
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gap_49ffcc.txt`): collision damage **never reaches the zone/armor loop**. Gate: the owning
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player's advancedDamage copy (+0x268, `BTPlayerAdvancedDamageOn` bridge) — the manual's
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"splash/collision damage" technician setting. Pricing: `raw × (2000/moverMass)/(100·(1/3.6))²/
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(1−elasticity²)` (constants @0x4a0148=1/3.6 tbyte, 2000f, 0.5f threshold; mass@+0x20c,
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elasticity@+0x244 by Mover-layout walk); scaled <0.5 = FREE. Above: `n=Round(2×amount)`
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sub-hits of amount/n, each landed on ONE roster subsystem drawn by cumulative
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`collisionCriticalHitWeight` (@0x10C, MechSubsystem) vs a [0,1) roll, eligibility =
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IsDerivedFrom HeatSink-family/Gyroscope/Torso (GUIDs 0x50e590/0x50fdc0/0x510b08; all
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MechSubsystem-based, so +0x10C is valid), applied via `ApplyDamageAndMeasure` (@0x4ac07c —
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the subsystem TakeDamage virtual into its PRIVATE crit zone). Un-won rolls land nowhere
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(weights un-normalized — faithful). Mech-vs-mech ram damage arriving as type 0 prices the
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same way. Measured on bhk1 (mass 60000, e=0.2): scale 4.5e-5; a 94k spawn-slam = 4.2 rattle
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points; taps free. `[colldmg]` (BT_DMG_LOG) + `[crashdmg]` (always-on, rare) are the probes.
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## Key Relationships
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- Weapons/roster: [[subsystems]]. Aim source: [[locomotion]] (drive/facing). Effects: [[rendering]].
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- P5 forensics: `docs/HARD_PROBLEMS.md`. Data: [[decomp-reference]] §4-5.
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+15
-8
@@ -223,14 +223,21 @@ churn — gliding + trn leg-lifts = "skating". 4-config A/B (`scratchpad/night6/
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`[animind]` inst=1 verdict): grass straight/circle clean (198 gimp entries; **17 car crunches
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during it — crushable icons are the `0.00123f` sentinel path, gyro kick only, NO broadcast**);
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arena1 single strike recovers (196); arena1 wall-grind = 0 gimp entries.
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**What actually bounds the loop in the binary — and what the port was missing — is the crash
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SELF-DAMAGE**: the blocking branch (export gap @4aa89f-4aaab4, raw disasm
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`scratchpad/night6/gap_4a9770.txt`) fills `throttleState`=surface material,
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`fallDirection`=worldToLocal(dmg.damageForce) (FUN_0040879c = Mᵀv, un-normalized),
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`fallScalar`=−(fallDirection·localVelocity.linearMotion), then **Dispatches
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`TakeDamageMessage{0x64, zone=−1, the engine-computed collision Damage verbatim}` at its own
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mech** — wall crashes hurt, grinding degrades the mech, the storm self-limits. That dispatch was
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the port's long-standing "DEFERRED" note; now reconstructed (mech4.cpp blocking branch).
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**What the port was missing is the crash SELF-DAMAGE *and its own pricing path*** (two halves;
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the first alone one-shot mechs on wall taps — corrected same day): the blocking branch (export
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gap @4aa89f-4aaab4, `scratchpad/night6/gap_4a9770.txt`) fills `fallDirection`=worldToLocal(
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dmg.damageForce) (FUN_0040879c = Mᵀv, un-normalized), `fallScalar`=−(fallDirection·localVelocity
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.linearMotion), then **Dispatches `TakeDamageMessage{0x64, zone=−1, the collision Damage
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verbatim}` at its own mech** (was the long-standing "DEFERRED" note; mech4.cpp). CRUCIALLY the
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TakeDamage hub then **DIVERTS damageType 0 (@0x4a0368 → FUN_0049ffcc, gap disasm
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`gap_49ffcc.txt`) — collision damage NEVER touches zone armor.** It is the manual's
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"splash/collision damage" technician setting: gated on the player's advancedDamage copy
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(+0x268), priced `raw × (2000/mass)/(100/3.6)²/(1−elasticity²)` (a 60-ton mech: ~4.5e-5 — a
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wall tap prices ~0.05, and <0.5 is FREE), then split into 0.5-point RATTLE CRITS applied to
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random internal subsystems (HeatSink family/Gyroscope/Torso, drawn by
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`collisionCriticalHitWeight`@0x10C). See [[combat-damage]]. Verified: wall-grinding no longer
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kills or heals the limper (0 deaths, 27 rattle events, mech stays gimped) and the peer's
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replicant re-enters the gimp cycle between bounded staggers; grass circling unchanged (198).
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**Falsified en route (do not revive):** (a) "the stagger's action-request flags feed a drive
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suppressor" — image-wide + full-gap sweep shows `word[this+0x18]` is read ONLY by the net record
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emitter; (b) "the bmp clip's ~6.5 u/s root motion presses back into the wall" — measured `adv=0
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@@ -1829,6 +1829,14 @@ Logical
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// these read the COMPILED named members the scoring handlers write, replacing the
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// earlier raw-offset reads (pilot+0x27c / +0x200) that don't match our layout.
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//
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// #83 (collision rattle): the technician "splash/collision damage" setting --
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// the binary's collision distributor gates on the owning player's
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// advancedDamage copy 2 (@0x268, FUN_0049ffcc @0x49ffde). TU-safe bridge.
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int BTPlayerAdvancedDamageOn(void *player_v)
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{
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return (player_v != 0) ? ((BTPlayer *)player_v)->advancedDamageOn2 : 0;
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}
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int BTPilotKills(void *pilot)
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{
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int k = pilot ? ((BTPlayer *)pilot)->GetKillCount() : 0;
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@@ -436,6 +436,7 @@ class DropZone__ReplyMessage;
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friend int BTPlayerRoleLocksAdvanced(void *); // the FUN_004ac9c8 bridge (task #12): experienceLevel == 0
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friend int BTPlayerExperienceSimLive(void *); // +0x25c reader (issue #2): jams / lights / powersub short path
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friend int BTPlayerExperienceHeatModelOn(void *); // +0x260 reader (issue #2): FUN_004ad7d4 heat-model gate
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friend int BTPlayerAdvancedDamageOn(void *); // +0x268 reader (#83): FUN_0049ffcc collision-rattle gate
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// TARGET DESIGNATION (Gitea #48/#57): the mapper used to write the target
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// RAW at `pilot + 0x284` -- the BINARY's objectiveMech offset, which on our
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// compiled object is `deathPending` (the respawn latch). These bridges
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@@ -1092,3 +1092,15 @@ void
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{
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ResetToInitialState(); // @004b2678 (takes no arg)
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}
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//
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// #83 bridge: the collision-damage distributor (mech.cpp, FUN_0049ffcc) tests
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// roster members against this family's derivation chain (binary GUID 0x50fdc0).
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// Lives here because Gyroscope is a complete type only in this TU.
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//
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Derivation *
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BTGyroscopeFamily()
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{
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return &Gyroscope::ClassDerivations;
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}
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@@ -1282,3 +1282,15 @@ int BTCondenserNumber(::Subsystem *sub)
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{
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return (sub != 0) ? ((Condenser *)sub)->condenserNumber : -1; // +0x1D4
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}
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//
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// #83 bridge: the collision-damage distributor (mech.cpp, FUN_0049ffcc) tests
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// roster members against this family's derivation chain (binary GUID 0x50e590).
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// Lives here because HeatSink is a complete type only in this TU.
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//
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Derivation *
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BTHeatSinkFamily()
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{
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return HeatSink::GetClassDerivations();
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}
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@@ -807,6 +807,77 @@ static int
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// id-0x16 damage/kill reports (see the tail comment) [T3/T4 -- decoded in
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// context/combat-damage.md].
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//
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//
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// @0049ffcc -- the COLLISION-DAMAGE DISTRIBUTOR (#83; raw disasm
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// scratchpad/night6/gap_49ffcc.txt -- an export-gap fn reached only from the
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// TakeDamage hub's damageType==0 divert @0x4a0368). Collision damage is the
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// manual's "splash/collision damage" TECHNICIAN SETTING: gated on the owning
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// player's advancedDamage copy (+0x268, @0x49ffde), priced against a
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// 100 km/h reference impact, and applied as 0.5-point rattle crits to random
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// INTERNAL subsystems -- armor is never touched.
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// scale = (2000 / moverMass) / (100 * 1/3.6)^2 / (1 - elasticity^2)
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// (tbyte @0x4a0148 = 0.2777778 = 1/3.6 km/h->u/s; 2000f @0x4a0154;
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// mass @+0x20c; elasticity @+0x244 -- Mover layout walk)
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// amount = raw * scale; amount < 0.5f (@0x4a015c) -> FREE (taps cost nothing)
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// n = Round(amount * 2) sub-hits (@0x4a0051) of amount/n each
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// each landing on ONE roster subsystem drawn by cumulative
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// collisionCriticalHitWeight (@0x10C) vs a [0,1) roll, restricted to the
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// HeatSink family / Gyroscope / Torso (derivation GUIDs 0x50e590 / 0x50fdc0 /
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// 0x510b08 -- all MechSubsystem-based, which is why +0x10C is valid on every
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// eligible entry). An un-won roll (total weight < roll) lands nowhere --
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// faithful: the binary does not normalize the weights.
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//
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void
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Mech::DistributeCollisionDamage(Damage *dmg)
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{
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extern int BTPlayerAdvancedDamageOn(void *player_v); // btplayer.cpp (+0x268)
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void *player = GetPlayerLink(); // mech+0x190 (ENTITY.h:430)
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if (player == 0 || !BTPlayerAdvancedDamageOn(player)) // @0x49ffde the technician gate
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return;
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const Scalar c = 100.0f * 0.27777779f; // 100 km/h in u/s
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Scalar denom = 1.0f - elasticityCoefficient * elasticityCoefficient; // @0x244
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Scalar scale = ((2000.0f / moverMass) / (c * c)) / denom; // @0x49ffff-0x4a0027
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dmg->damageAmount *= scale; // @0x4a0030
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if (dmg->damageAmount < 0.5f) // @0x4a003c: a tap is FREE
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return;
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int n = Round(dmg->damageAmount * 2.0f); // @0x4a0051 (FUN_004dcd94)
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if (n < 1)
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n = 1;
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dmg->damageAmount /= (Scalar)n; // @0x4a0065
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if (getenv("BT_DMG_LOG"))
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DEBUG_STREAM << "[colldmg] rattle " << (dmg->damageAmount * n)
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<< " pts in " << n << " sub-hits (scale=" << scale << ")"
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<< std::endl << std::flush;
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extern Derivation *BTHeatSinkFamily(void); // heat.cpp (0x50e590)
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extern Derivation *BTGyroscopeFamily(void); // gyro.cpp (0x50fdc0)
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extern Derivation *BTTorsoFamily(void); // torso.cpp (0x510b08)
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for (int i = 0; i < n; ++i) // @0x4a006b
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{
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Scalar threshold = RandomUnit(); // @0x4a007d (FUN_00408050)
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Scalar acc = 0.0f;
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for (int b = 0; b < GetSubsystemCount(); ++b) // @0x4a0124 (count @+0x124)
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{
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Subsystem *s = GetSubsystem(b); // roster @+0x128
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if (s == 0)
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continue;
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if (!s->IsDerivedFrom(*BTHeatSinkFamily()) // @0x4a0092
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&& !s->IsDerivedFrom(*BTGyroscopeFamily()) // @0x4a00b2
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&& !s->IsDerivedFrom(*BTTorsoFamily())) // @0x4a00d2
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continue;
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acc += ((MechSubsystem *)s)->CollisionCritWeight(); // @0x4a00f2 (+0x10C)
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if (acc < threshold) // @0x4a010a
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continue;
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((MechSubsystem *)s)->ApplyDamageAndMeasure(*dmg); // @0x4a0117 (FUN_004ac07c)
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break; // @0x4a0121 -> next sub-hit
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}
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}
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Check_Fpu();
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}
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void
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Mech::TakeDamageMessageHandler(TakeDamageMessage *message)
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{
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@@ -860,6 +931,23 @@ void
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(float)(message->damageData.impactPoint.z - localOrigin.linearPosition.z));
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}
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//
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// @0x4a0368 -- the COLLISION DIVERT (#83, closing the #82 chain). Damage
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// type 0 == the mover's collision damage (what the crash response policy
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// forwards). It NEVER reaches the zone/armor loop below: it is priced +
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// distributed as INTERNAL RATTLE by DistributeCollisionDamage (@0049ffcc)
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// and the handler is done. This was the missing half of the crash
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// self-damage reconstruction -- without the divert, the raw kinetic-energy
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// amounts (a 60-ton mech prices ~1000+ per wall tap) fell through into the
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// WEAPON loop and a single bump killed the mech (run-14 field report).
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//
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if (message->damageData.damageType == 0)
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{
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DistributeCollisionDamage(&message->damageData);
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Check_Fpu();
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return;
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}
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DamageLookupTable *table = (DamageLookupTable *)damageLookupTable; // named member (Wword absorbs!)
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if (message->invalidDamageZone && table != 0)
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{
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@@ -1197,6 +1197,11 @@ protected:
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// Mech override of Entity::TakeDamageMessageHandler: resolve an unaimed
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// (invalidDamageZone) hit's zone via the cylinder table, then base-route.
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void TakeDamageMessageHandler(TakeDamageMessage *message);
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// @0049ffcc (#83): the COLLISION-damage distributor the handler's
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// damageType==0 divert (@0x4a0368) routes to -- prices the mover's
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// kinetic figure vs a 100 km/h reference and lands 0.5-point rattle
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// crits on weighted random internal subsystems. Never touches armor.
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void DistributeCollisionDamage(Damage *dmg);
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// Mech override of Entity::PlayerLinkMessageHandler (@0049f624): the
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// base resolves mech->player; BT adds the REVERSE link
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// player->playerVehicle = this on EVERY node (replicants included --
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@@ -6871,6 +6871,15 @@ void
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fallScalar = -(fallDirection.x * impactVel.x
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+ fallDirection.y * impactVel.y
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+ fallDirection.z * impactVel.z);
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// ALWAYS-log the crash pricing (rare event; the arbiter for the
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// wall-damage economy -- run 14 field report: "tapped a wall and
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// died instantly", so the forwarded amount is suspect vs binary).
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DEBUG_STREAM << "[crashdmg] amount=" << dmg.damageAmount
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<< " mass=" << moverMass
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<< " |v|=" << (float)Sqrt(impactVel.x * impactVel.x
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+ impactVel.y * impactVel.y + impactVel.z * impactVel.z)
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<< " force=(" << dmg.damageForce.x << "," << dmg.damageForce.y
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<< "," << dmg.damageForce.z << ")\n" << std::flush;
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Entity::TakeDamageMessage td(
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Entity::TakeDamageMessageID,
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sizeof(Entity::TakeDamageMessage),
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@@ -291,6 +291,11 @@ class Damage;
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// (binary @0x4a0473: tally += critted->+0x108).
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Scalar CriticalScoreBonus() const { return criticalReference; }
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// #83 (collision rattle): the authored lottery weight the collision-
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// damage distributor (FUN_0049ffcc @0x4a00f2) accumulates per eligible
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// subsystem against a [0,1) roll.
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Scalar CollisionCritWeight() const { return collisionCriticalHitWeight; }
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// task #2 (crit propagation): the zone-side crit paths
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// (Mech__DamageZone::CriticalHit @0049ccc4 / SendSubsystemDamage
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// @0049c9a8) reach these subsystem facets.
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@@ -1101,3 +1101,15 @@ void
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{
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ResetToInitialState(); // @004b5bf8 (takes no arg)
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}
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//
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// #83 bridge: the collision-damage distributor (mech.cpp, FUN_0049ffcc) tests
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// roster members against this family's derivation chain (binary GUID 0x510b08).
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// Lives here because Torso is a complete type only in this TU.
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//
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Derivation *
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BTTorsoFamily()
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{
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return &Torso::ClassDerivations;
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}
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Reference in New Issue
Block a user