Respawn-reset audit: valve restore + peer smoke cleanup (both binary-grounded)
Operator reports audited vs the binary (full matrix in RESPAWN_REARM_PLAN addendum): - VALVES (real gap): Condenser reset @004ae534 was missing from the decomp export -- raw disasm shows it chains HEATSINK (coolant refill runs; the old body chained HeatableSubsystem per the stale TCP shard) then, respawn- side, resets valveState to detent 1 and restores massScale from refrigerationFactor. Mech::Reset now also runs the binary's tail call (@0049f788 BTRecomputeCondenserValves) so flow fractions rebuild from the reset detents. Bench: detent 5 -> death -> "[respawn] Condenser1 valve detent 5 -> 1". - #129 SMOKE (real gap, peers-only): the replicant un-wreck edge rebuilt the model without the @004d0c14 per-entity effect cleanup, so the observer's last 10s wreck-plume window rode the teleport onto the fresh mech. BTStopEntityPfx now runs on the edge; bench shows no plume line after any un-wreck until the next death. - AUTHENTIC (no fix): weapon->generator taps persist (@004b0e6c only resolves the link) and MFD display/control modes persist (mapper vtables 0050f45c/0051e440 slots 8-11 = plain root bodies, read from the exe). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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26ab2fee3a
@@ -1239,6 +1239,14 @@ void
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{
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extern void BTRebuildMechModel(Entity *entity);
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extern void BTStartWarpEffect(float x, float y, float z);
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// #129 (fresh spawns smoking, peers' screens only): the wreck plume
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// is re-armed LOCALLY on every node (entity-attached, 10s windows),
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// and only the master's Mech::Reset ran the @004d0c14 effect
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// cleanup -- the observer's last window rode the teleport and kept
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// puffing on the fresh mech for up to ~16s. Kill the entity's
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// effects on the un-wreck edge, same as the master path.
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extern void BTStopEntityPfx(void *entity_v);
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BTStopEntityPfx((void *)owner);
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BTRebuildMechModel((Entity *)owner);
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BTStartWarpEffect((float)owner->localOrigin.linearPosition.x,
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(float)owner->localOrigin.linearPosition.y,
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