KB: correct STALE "peer warp not wired" claim -> it IS wired + visible (user-caught)

User observed peer warp spheres in 2-player mode; the KB (translocation-warp.md
frontmatter+body, multiplayer.md frontmatter+body) still called the peer path a
"local-player sphere stand-in until SimulationState/DropZoneLocation replication."
STALE: mechdmg.cpp:1074 fires BTStartWarpEffect at the peer's position gated to
ReplicantInstance, and simulationState rides every update-record header -- so an
observer DOES see a peer's un-wreck/respawn warp. Committed 160b78e ("observer
sees peer un-wreck"). The only genuine remainder is a [T3] fidelity nuance: the
peer sphere is anchored to the peer's WORLD position rather than the peer's
authentic (un-replicated) DropZoneLocation. (The staleness audit itself missed
this -- it trusted the file's own stale wording over its body + the code.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-15 14:46:12 -05:00
co-authored by Claude Opus 4.8
parent 82e6bb306a
commit 1b5c3bbbd8
2 changed files with 16 additions and 9 deletions
+8 -5
View File
@@ -6,7 +6,7 @@ source_sections: "PROGRESS_LOG.md §7 (Phase 7), §8 (P6); docs/HARD_PROBLEMS.md
related_topics: [wintesla-port, combat-damage, locomotion, decomp-reference]
key_terms: [master, replicant, EGG, dead-reckon]
open_questions:
- "pod-LAN config (real IPs); peer SimulationState/DropZoneLocation replication (authentic peer warp spheres); console-death replication freeze (pending recurrence to diagnose)"
- "pod-LAN config (real IPs); peer warp DropZoneLocation-anchoring [T3] (world-anchored peer sphere already visible, 160b78e); console-death replication freeze (pending recurrence to diagnose)"
---
# Multiplayer
@@ -342,10 +342,13 @@ transition, HUD all landed since P6): console egg → mesh → RunningMission on
defect that hid it for the whole effort was NOT the warp code — it was a general
**texture-scroll precision-collapse bug** in `L4D3D::SetTextureScrolling` (offset = `scrollDelta ×
absolute_time` → unbounded → UV precision loss → radial "spokes"), fixed with `fmodf`; that also
cleans the scrolling beam grit. See [[reconstruction-gotchas]] §13. REMAINING: the AUTHENTIC peer
path (see OTHERS' spheres) still needs player SimulationState/DropZoneLocation replication — until
then the local-player sphere stands in; and confirm the COLLAPSE (death-side) warp fires on every
MP death path (the force-damage test logged EXPAND reliably, COLLAPSE less so).
cleans the scrolling beam grit. See [[reconstruction-gotchas]] §13. PEER WARP IS WIRED + VISIBLE
(`160b78e`): an observer sees a peer's un-wreck warp via the world-anchored `BTStartWarpEffect`
(mechdmg.cpp:1074, `ReplicantInstance`-gated; `simulationState` rides every record header).
REMAINING [T3, non-gating]: the peer sphere is anchored to the peer's WORLD position, not the
peer's authentic `DropZoneLocation` (that attribute isn't replicated) — a fidelity refinement.
Also confirm the COLLAPSE (death-side) warp fires on every MP death path (force-damage test logged
EXPAND reliably, COLLAPSE less so).
NOTE the respawn-cycle SIM path is separate + done: `DropZoneReply` (FUN_004bffd0) → `Mech::Reset`
(@0049fb74) + the level-2 "translocated" cockpit alarm; `CreatePlayerVehicle` (FUN_004bfcac,
disassembled — make+link only, matches RP analog). The sphere is a pure RENDER-side watcher on the