Mech::Reset: restore the POSTURE clears the port had dropped (#142)
Oracle: "crouch wasn't resetting on respawn ... mechs always spawn standing".
Correct -- Mech::Reset (@0049fb74) stands the mech up and the port cleared
none of it:
*(this+0x398) = 0 duckState
Set_Alarm_Level(this+0x39c,0) legStateAlarm -> standing
Set_Alarm_Level(this+0x714,0) bodyStateAlarm -> standing
*(this+0x650/0x654/0x658) = 0 death + leg/body reset latches
*(this+0x5ac) = 1.0f idleStrideScale
A pilot who died CROUCHED came back crouched -- leg parked in 'sqd' -- and now
that the cockpit strip works, showing the up-arrow "press to rise" frame on a
standing mech.
Benched (crouchrespawn.sh): A squats, dies while down, respawns -> legLvl 0
(standing) after Mech::Reset. Weak but the failure mode (stuck legLvl=1) is
absent. NB the first attempt was void: force-damage kept A dying before it
could crouch (legLvl 22/24 = death clips), so the run tested a STANDING death.
Switched to self-damage so the mech is stopped long enough to crouch.
Also carries the #142 gauge work: the crouch strip is a BUTTON-STATE indicator
(grey unavailable / orange down-arrow ready / orange up-arrow crouched),
decoded by rendering BDUCK.PCC rather than inferring it; and the gauge
factory's missing-image path no longer uses the no-op DebugStream.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
This commit is contained in:
co-authored by
Claude Opus 5
parent
03c4d55672
commit
1f0923747b
@@ -2172,6 +2172,26 @@ void
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poseSyncLatch = 0; // @0x77c
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graphicAlarm.SetLevel(0); // clear >=9 (the vital-kill trigger)
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// --- STAND THE MECH UP. Restored 2026-08-07 (#142, Oracle: "crouch wasn't
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// resetting on respawn"). These are in the binary's own Reset sweep and the
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// port had dropped all of them, so a pilot who died CROUCHED respawned
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// crouched -- leg parked in 'sqd', the cockpit strip still showing the
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// up-arrow "press to rise" frame. Verbatim from FUN_0049fb74:
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// *(this+0x398) = 0 duckState -- not crouching
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// FUN_0041bbd8(this+0x39c, 0) legStateAlarm -> 0 (standing)
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// FUN_0041bbd8(this+0x714, 0) bodyStateAlarm -> 0 (standing)
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// *(this+0x650/0x654/0x658) = 0 death + leg/body reset latches
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// *(this+0x5ac) = 1.0f idleStrideScale
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duckState = 0; // @0x398
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duckRequest = 0; // port-only pending flag (#142)
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legStateAlarm.SetLevel(0); // @0x39c -- stand
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bodyStateAlarm.SetLevel(0); // @0x714 -- stand
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stabilityAlarm.SetLevel(1); // risen (the rise path's value)
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deathAnimationLatched = 0; // @0x650
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legResetLatch = 0; // @0x654
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bodyResetLatch = 0; // @0x658
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idleStrideScale = 1.0f; // @0x5ac = 0x3f800000
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// --- HEAL every damage zone: full structure, intact skin, no burning ---
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for (int z = 0; z < damageZoneCount; ++z)
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{
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@@ -4514,10 +4534,53 @@ void
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// back to 0/1 by the next visit, so "am I still moving?" has to be
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// asked fresh, and the strip settled whenever the answer is no.
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{
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// SETTLE to the binary's VALUE RANGE: duckState is 0 or 1, never
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// 2. Corrected 2026-08-07 after checking FUN_004a9b5c -- the
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// mech4 master perf is fully indexed and exported (5645 bytes,
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// no dark region inside) and never references +0x398. So the
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// binary has NO code reader of duckState at all: the gauge
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// attribute is the only consumer, and the only writers are the
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// handler (=1) and Mech::Reset (=0). Frame 2 of bduck.pcc was
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// unreachable in the original too.
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//
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// The strip is therefore a TWO-STATE indicator -- standing and
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// crouched -- and the "crouch animation" is the MECH's 'sqd'
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// clip, not the symbol stepping. An earlier revision here made
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// duckState a 3-state posture (0/1/2); that was an invention on
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// top of a stand-in and it put the crouched pose on the wrong
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// frame.
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// #142: report EVERY change of the value the cockpit strip is fed,
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// so 'which frames actually got shown, and for how long' stops
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// being guesswork. Ungated: one line per posture change.
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static int s_lastDuck = -1;
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// THE STRIP IS A BUTTON-STATE INDICATOR, not a pose animation.
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// Decoded 2026-08-07 by RENDERING THE ASSET itself
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// (content/GAUGE/BDUCK.PCC -- PCX, 108x102, three 36x102 frames;
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// see scratchpad/night13/bduck_frames.png):
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//
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// frame 0 GREY mech standing, GREY down-arrow -- UNAVAILABLE
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// frame 1 ORANGE standing, YELLOW down -- ready to crouch
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// frame 2 ORANGE CROUCHED, YELLOW up -- press to rise
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//
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// There is NO mid-transition pose. The arrow tells the pilot
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// what the next press will do, and the grey frame says the
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// button is inert -- which is the visual half of the
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// must-be-stopped rule (Lynx: "when a mech STOPS").
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//
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// Two earlier readings were wrong: a 2-state flag (which
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// ignores frame 2's up-arrow entirely) and a stand/moving/
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// crouched pose animation (there is no mid pose). Both were
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// inferred from code and logs; only the ART settled it, and it
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// also explains the field report -- a stopped mech that COULD
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// crouch was drawing the grey "unavailable" frame.
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const int lvlNow = (int)legStateAlarm.GetLevel();
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if (lvlNow != 2 && lvlNow != 3) // not playing 'sqd'/'squ'
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duckState = (lvlNow == 1) ? 2 : 0; // crouched : standing
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// else: hold 1, the middle frame, while the clip runs.
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if (lvlNow != 2 && lvlNow != 3) // hold through the clip
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{
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if (lvlNow == 1) duckState = 2; // crouched
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else if (squatCapable != 0 && mapPosture == 1)
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duckState = 1; // ready
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else duckState = 0; // inert
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}
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}
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// (3b) AIRBORNE AUTO-RISE -- recovered 2026-08-06 by the #60
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