CORRECTION: EJECT tap IS the in-mission unjam (EjectAmmo @004bb9b8 decoded)
Old-timer testimony (tap = eject one round, hold = eject the bay, eject clears a jam) checked against the binary: raw disasm of the export-gap handler @004bb9b8 confirms it byte-for-byte. PRESS arms the ~3s UpdateEject countdown (hold-to-completion = DumpAmmo whole bay -> NoAmmo); RELEASE before completion (TAP) ejects ONE round (@004bd4f4) and, with ammo remaining, sets weaponAlarm 3 + restarts the reload -- the weapon returns to service. A tap even recovers a FailureHeat level-7 launcher while rounds remain (empty-bin gate 2 re-pins 7 only when the bay is dry). The earlier 'jams are mission-permanent / no unjam exists' claim read only the HOLD path -- corrected + swept: projweap.cpp case-5/jam-log/ CheckForJam comments, players/README.txt, decomp-reference.md (message-tables entry), open-questions.md (state-7 recovery note). Gitea #31 updated; wiring the handler now restores the pod's actual jam-recovery mechanic. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -273,7 +273,19 @@ From the weapon `.SUB` records + the charge-curve `.data` constants (PE-parsed a
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novice + @4ad7d4 heat-model + press-only, then idx@0x320=(idx+1)%(max@0x32C+1), NO
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ResetFiringState); Emitter's faithful body existed as the orphaned "AdvanceSeekVoltage" (zero
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callers) -- both registered via MESSAGE_ENTRY (ids 9/0xb). Verify: BT_SEEKTEST=1 +
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BT_SEEK_LOG=1 → `[seek] <name> -> gear N` cycling. EjectAmmo remains unwired.
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BT_SEEK_LOG=1 → `[seek] <name> -> gear N` cycling. EjectAmmo remains unwired (#31).
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**EjectAmmo @004bb9b8 DECODED 2026-07-23 (raw disasm; the fn sits in a Ghidra export gap)
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[T1]** — old-timer testimony ("tap ejects a round, hold ejects the bay, eject clears a jam")
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matched the bytes exactly: novice guard @4ac9c8 → **PRESS** (`msg+0xc > 0`): bin alarm
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(`bin+0x194`) → 3, `timeToEject=total`, `percentOfEject=0`, `ejectState=0` (UpdateEject
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@004bbb50 runs the ~3 s countdown; completion = DumpAmmo @004bd588 whole-bay →
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weaponAlarm 7). **RELEASE** with the countdown still live (**TAP**): bin alarm 4→1,
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`EjectOneRound` @004bd4f4 (`count--`, feedTimer reset, count<1 → bin state 2); bin
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empty → weaponAlarm 7, else **weaponAlarm 3 (Loading) + reloadTimer restart — the
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weapon RETURNS TO SERVICE. A TAP is the in-mission UNJAM** (state 5 has no exit inside
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the Execute machine, but this handler overwrites it). The earlier "jams are
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mission-permanent / no unjam" claim was WRONG (read only the hold path) — corrected +
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swept 2026-07-23 (projweap.cpp case-5/jam-log comments, players/README.txt).
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**LATENT ARCADE BUG found + diverged (issue #21, 2026-07-21) [T1 byte-verified + T2 repro]:**
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the Emitter charge integrates toward the GENERATOR voltage (@004ba838 `fld [src+0x1dc]`), full
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is detected only inside the +-1% snap window around `seekVoltage[idx]` (ComputeOutputVoltage
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@@ -664,7 +664,12 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
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Loaded case with the authentic 4-blip stay-Loaded denial; recoil bleeds ONLY in Loading at
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electrical-Ready and clamps at 0; slot-17 @004b9c9c called from Loading/7 (the launcher
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recharge dial now ANIMATES). State 7 kept binary-faithful (re-asserted unconditionally —
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permanent once entered; recovery only via ResetToInitialState/mission reset). Solo-verified
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no exit INSIDE the Execute machine; recovery via ResetToInitialState/mission reset, OR — per
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the 2026-07-23 EjectAmmo @004bb9b8 disasm, [[decomp-reference]] §message-tables — an EJECT
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TAP, which overwrites the alarm from outside the machine: bin still holding rounds →
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weaponAlarm 3 + reload restart, so even a FailureHeat 7 recovers while ammo remains; the
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empty-bin gate 2 re-pins 7 only when the bay is actually dry. Same handler: state-5 jams
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clear the same way — the earlier "no in-mission unjam" claim was wrong). Solo-verified
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on 4.11.388+: 54-60 `[projectile] PUSH` + impact smoke; denial window (BT_LOOK_TEST
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look-back) = trig pulses, state STAYS 2, zero launches, resumes on release; disabled-mech
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gate pins enemy launchers at 7+full recoil; STREAK-6 dial sweeps across screenshots; lasers
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@@ -551,8 +551,11 @@ Logical
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// so gate the roll on the weapon actually being in a degraded HEAT STATE (heatAlarm
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// level >= 1) instead of the raw heatLoad. In bring-up the alarm stays 0 (temp <<
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// degradation threshold) -> weapons fire reliably; real jams return once the heat model
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// drives true temps. (The old FOLLOW-UP suggesting an "unjam delay" is RETIRED --
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// 2026-07-23 decomp check: the binary has NO in-mission unjam; permanence is authentic.)
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// drives true temps. (2026-07-23 CORRECTION, 2nd pass: an in-mission unjam DOES
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// exist -- the EjectAmmo handler @004bb9b8 (msg 0xb, TAP = eject one round ->
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// weaponAlarm 3 Loading + reload restart). The earlier "no unjam" claim read only
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// the HOLD path (UpdateEject -> DumpAmmo -> NoAmmo); the tap path sat in a decomp
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// export gap. Old-timer testimony matched the bytes: tap = round, hold = bay.)
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if (heatAlarm.GetLevel() < HeatSink::DegradationHeat) // was: if (heatLoad <= 0.0f)
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return False;
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@@ -710,11 +713,11 @@ void
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weaponAlarm.SetLevel(7); // -> unavailable (gate 2 re-pins it)
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else if (CheckForJam()) // @4bbf2a call 0x4bbfcc (heat-scaled roll)
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{
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// ALWAYS log a jam (rare + mission-permanent; field 2026-07-23)
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// ALWAYS log a jam (rare; cleared by an EJECT tap -- @004bb9b8)
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DEBUG_STREAM << "[weap] " << GetName() << " JAMMED (T="
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<< currentTemperature << "/" << failureTemperature
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<< " heatAlarm=" << (int)heatAlarm.GetLevel()
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<< ") -- permanent until mission end\n" << std::flush;
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<< ") -- EJECT tap to clear\n" << std::flush;
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weaponAlarm.SetLevel(JammedState); // @4bbf34 -> 5
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}
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else
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@@ -775,13 +778,14 @@ void
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// -- the recharge dial ANIMATES
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break;
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case 5: // Jammed @4bbe8e -- cleared ONLY by ResetToInitialState (mission
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// reset/respawn). ⚠ CORRECTED 2026-07-23: msg 2 CAUSES a jam
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// (HandleMessage @004bcabc: SetLevel(this+0x350, 5) -- a
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// malfunction inducer), it does NOT clear one; the old comment
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// had it backwards. There is NO in-mission unjam in the
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// binary -- the EJECT cycle (UpdateEject) is the anti-cook-off
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// ammo JETTISON (DumpAmmo -> NoAmmo), not an unjam.
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case 5: // Jammed @4bbe8e. Within THIS state machine nothing exits 5, but
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// the EJECT button does (⚠ 2nd CORRECTION 2026-07-23, disasm of the
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// export-gap handler @004bb9b8, msg 0xb EjectAmmo, novice-guarded):
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// TAP (press then release) ejects ONE round (@4bd4f4 count--) and,
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// with ammo remaining, SetLevel(+0x350, 3) + reload restart -- the
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// weapon RETURNS TO SERVICE. HOLD ~3s runs UpdateEject to DumpAmmo
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// (whole bay -> NoAmmo 7). So: tap = unjam, hold = jettison the bay
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// (anti-cook-off). msg 2 still CAUSES a jam (@004bcabc inducer).
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if (trigger)
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{
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weaponAlarm.SetLevel(TriggerDuringJamState); // @4bbe95 blip 6
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+5
-2
@@ -44,8 +44,11 @@ CONTROLS (keyboard):
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- / = ................ game volume down/up (saved between sessions)
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A weapon gone quiet with ammo left has probably JAMMED (heat makes
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ballistic weapons jam -- authentic!). Check its panel's ENG DATA page
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for the jam lamp (a cocked round with warning bolts). Jams last the
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mission; a respawn clears them. Watch the TEMP strip and pace salvos.
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for the jam lamp (a cocked round with warning bolts). The pod's fix
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is the EJECT button: TAP to eject the jammed round (weapon reloads and
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returns to service), HOLD ~3s to jettison the whole bay before it
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cooks off. (Wiring in progress -- until it lands, a respawn clears
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jams.) Watch the TEMP strip and pace salvos.
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G (hold) + fire key .. regroup a weapon onto that trigger -- or hold a
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weapon panel's red PROGRAM button with the mouse and tap a fire key;
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the joystick diagram on the panel shows the binding live.
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