WAVE 7 Phase A: wire the projectile/missile weapon SUBSYSTEMS byte-exact (un-mislabeled)

An 8-agent decomp-mapping workflow mapped every weapon-family ctor + fire/spawn path
(scratchpad/wave7_maps.txt).  KEY IDENTITY CORRECTION via VDATA.h enum (base 3000=0xBB8):
the factory ctor-address comments were right but the built CLASS names were stubs/base --
    0xBCD == ProjectileWeapon  (was building the base MechWeapon stub)
    0xBCE == GaussRifle         (NOT MissileLauncher -- was a MissileLauncher stub)
    0xBD0 == MissileLauncher    (NOT BallisticWeapon -- was a BallisticWeapon stub)
Un-mislabeled + wired via Create<Class>Subsystem bridges (mirroring CreateEmitterSubsystem),
each static_assert-locked byte-exact on the now-locked MechWeapon(0x3F0)/Emitter(0x478) bases:

  * ProjectileWeapon (0xBCD, @4bc3fc : MechWeapon, sizeof 0x448)
      FIX: AmmoBinConnection was an empty 1-byte struct -> retyped to the binary's 0xC
           SharedData::Connection (was making the object 8 bytes short, sliding
           MissileLauncher's missileCount off 0x448).
  * MissileLauncher (0xBD0, @4bcff0 : ProjectileWeapon, sizeof 0x44C)
      FIX: deleted muzzleVelocity (ALIAS of inherited ProjectileWeapon launchVelocity@0x410)
           and salvoCount (SHADOW of inherited MechWeapon damageData.burstCount@0x3d4),
           keeping the single own field missileCount@0x448.
  * GaussRifle (0xBCE, @4bdcb4 : Emitter, sizeof 0x484 = Emitter + Vector3D muzzleVelocity)
      DEDICATED bridge (not CreateEmitter): its FireWeapon is a no-op (mov [eax+0x414],0) --
      a non-functional weapon in this 1995 build.  Also fixed GAUSS.CPP's discharge write
      rechargeLevel -> currentLevel@0x414 (the binary writes this+0x414).

Phase A safe-stubs FireWeapon (consume round + recoil, NO spawn): the reconstructed
Projectile (@4be1bc, 0x340) + Missile (@4bf5b4, 0x368) ENTITY classes are NOT spawn-ready
(Entity-base phantom members overflow their New() alloc -> heap corruption; New() takes
(int)this instead of the 0xD4 descriptor; Entity base size unconfirmed 2007-vs-1995, the
Mech 0x638-vs-0x854 problem).  The workflow's adversarial verify flagged the live spawn as a
heap-overflow hazard and recommended exactly this phasing.  Phase B = the entity byte-exactness
+ descriptor build + New(MakeMessage*) so a fired shot becomes a flying entity that damages.

Factory now 18 of 20 cases wired to real ticking classes (remaining: SubsystemMessageManager
0xBD3 [WAVE 8], Gyroscope 0xBC4 [deferred]).  Verified: Mad Cat (LRM/ballistic) + BLH construct
the real weapon classes + tick authentic charge/ammo/heat/recoil, DESTROYED-in-8, 0 crashes,
heapcheck-clean through construction.  Energy weapons already damage via the mech4 beam path,
so combat is unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-07 13:35:43 -05:00
co-authored by Claude Opus 4.8
parent 9d82be46a1
commit 2bcca26cea
8 changed files with 167 additions and 49 deletions
+26
View File
@@ -1203,6 +1203,32 @@ WAVE 8), (2) the `owner*` shims redirected to real Mech motion/mass/motion-gain
mover**, so it must be reconciled with the gait cutover FIRST (both would feed the mover) before enabling.
Factory now: **15 of 20 cases wired to real classes** (remaining: ProjectileWeapon/0xBCE/MissileLauncher
0xBCD/0xBD0 [WAVE 7], SubsystemMessageManager 0xBD3 [WAVE 8], Gyroscope 0xBC4 [deferred]).
**✅ WAVE 7 (projectile/missile weapon families) — Phase A DONE: the three weapon SUBSYSTEMS are wired
byte-exact (un-mislabeled per VDATA.h enum); Phase B (flying projectile/missile ENTITIES) deferred.**
An 8-agent decomp-mapping workflow (scratchpad/wave7_maps.txt) mapped every ctor + fire/spawn path.
**KEY IDENTITY CORRECTION (VDATA.h enum, base 3000=0xBB8):** 0xBCD=**ProjectileWeapon**, 0xBCE=**GaussRifle**
(NOT MissileLauncher!), 0xBD0=**MissileLauncher** (NOT BallisticWeapon). The factory ctor-address COMMENTS were
right but the built CLASS names were stubs/base. Un-mislabeled + wired via `Create<Class>Subsystem` bridges
(mirroring CreateEmitterSubsystem): **0xBCD→ProjectileWeapon** (@4bc3fc : MechWeapon, sizeof **0x448** — FIX:
`AmmoBinConnection` was an empty 1B struct → retyped to the binary's 0xC SharedData::Connection, was making the
object 8B short); **0xBD0→MissileLauncher** (@4bcff0 : ProjectileWeapon, sizeof **0x44C** — FIX: deleted
`muzzleVelocity` [ALIAS of inherited `launchVelocity@0x410`] + `salvoCount` [SHADOW of `damageData.burstCount@0x3d4`],
keeping `missileCount@0x448`); **0xBCE→GaussRifle** (@4bdcb4 : Emitter, sizeof **0x484** = Emitter+Vector3D
muzzleVelocity — a DEDICATED bridge, not CreateEmitter, because its FireWeapon is a NO-OP `mov [eax+0x414],0`
= a non-functional weapon in this 1995 build; also fixed GAUSS.CPP's discharge write `rechargeLevel`→`currentLevel@0x414`
per the binary). All three `static_assert`-locked (offsetof/sizeof). Verified: Mad Cat (LRM/ballistic) + BLH
construct the real weapon classes + tick authentic charge/ammo/heat/recoil, DESTROYED-in-8, 0 crashes,
heapcheck-clean through construction. Factory now **18 of 20** (remaining: SubsystemMessageManager 0xBD3
[WAVE 8], Gyroscope 0xBC4 [deferred]). **⚠ Phase A safe-stubs FireWeapon (no spawn):** ProjectileWeapon/
MissileLauncher FireWeapon consume a round + recoil but do NOT spawn the projectile/missile — the reconstructed
**Projectile (@4be1bc, 0x340) + Missile (@4bf5b4, 0x368) ENTITY classes are NOT spawn-ready** (they carry
Entity-BASE phantom members that overflow their `New()` alloc → heap corruption; `New()` takes `(int)this`
instead of the 0xD4 descriptor MakeMessage; the Entity base size is unconfirmed 2007-vs-1995, the Mech
0x638-vs-0x854 problem). **Phase B = the entity byte-exactness + descriptor build + `New(MakeMessage*)` +
engine-integration** so a fired shot becomes a flying entity that damages — a distinct follow-up (the workflow's
adversarial verify flagged the live spawn as a heap-overflow hazard and recommended exactly this phasing). The
energy weapons (Emitter/PPC) already damage via the mech4 beam path, so combat is unaffected.
**✅ HEAT-FLOW LINKAGE CONNECTED — weapon heat now conducts to the central sink** (verified: `[heat]
conduct self.E=.. -> other.E`, sustained fire `FIRED #1..#21+`, combat intact, no crash). THREE fixes,
each faithful to the decomp (no stand-ins):
+19 -2
View File
@@ -71,7 +71,7 @@ void
//
// Fire the weapon
//
rechargeLevel = 0.0f; // was outputVoltage: the Emitter dup was removed (== inherited rechargeLevel@0x320)
currentLevel = 0.0f; // binary @004bdcb4/@004bdca4 write [this+0x414] == inherited Emitter currentLevel (discharge)
Check_Fpu();
}
@@ -90,7 +90,7 @@ GaussRifle::GaussRifle(
{
Check(owner);
Check_Pointer(subsystem_resource);
rechargeLevel = 0.0f; // was outputVoltage: the Emitter dup was removed (== inherited rechargeLevel@0x320)
currentLevel = 0.0f; // binary @004bdcb4/@004bdca4 write [this+0x414] == inherited Emitter currentLevel (discharge)
Check_Fpu();
}
@@ -151,3 +151,20 @@ Logical
return IsDerivedFrom(ClassDerivations);
}
//===========================================================================//
// WAVE 7 factory bridge -- GaussRifle (factory case 0xBCE, "MissileWeapon"
// mislabel). VDATA.h enum: 0xBCE == GaussRifleClassID. GaussRifle : Emitter
// (sizeof 0x484 = Emitter 0x478 + Vector3D muzzleVelocity). ctor @004bdcb4,
// no-op FireWeapon @004bdca4 (just zeros currentLevel -- a non-functional weapon
// in this 1995 build), so it needs a DEDICATED bridge (CreateEmitterSubsystem
// would build a plain Emitter that WOULD deal damage). Was building a
// MissileLauncher RECON_SUBSYS stub. alloc 0x484.
//===========================================================================//
Subsystem *CreateGaussRifleSubsystem(Mech *owner, int id, void *seg)
{
Check(sizeof(GaussRifle) <= 0x484);
return (Subsystem *) new (Memory::Allocate(0x484))
GaussRifle(owner, id, (GaussRifle::SubsystemResource *)seg, GaussRifle::DefaultData);
}
+7 -1
View File
@@ -136,8 +136,14 @@ class Projectile;
FireWeapon();
Vector3D
muzzleVelocity;
muzzleVelocity; // @0x478 (past Emitter 0x478) -- ends 0x484
friend struct GaussRifleLayoutCheck;
};
struct GaussRifleLayoutCheck {
static_assert(offsetof(GaussRifle, muzzleVelocity) == 0x478, "GaussRifle::muzzleVelocity @0x478 (Emitter must end 0x478)");
static_assert(sizeof(GaussRifle) == 0x484, "sizeof(GaussRifle) 0x484 (== factory alloc)");
};
+16 -9
View File
@@ -201,6 +201,9 @@ extern Subsystem *CreateSearchlightSubsystem(Mech *, int, void *); // 0xBD8 (WAV
extern Subsystem *CreateThermalSightSubsystem(Mech *, int, void *); // 0xBDE (WAVE 4 readouts -- de-shimmed + gate fixed)
extern Subsystem *CreateAmmoBinSubsystem(Mech *, int, void *); // 0xBCB (WAVE 4 -- AmmoBin : HeatWatcher, layout locked)
extern Subsystem *CreateMyomersSubsystem(Mech *, int, void *); // 0xBC6 (WAVE 6 -- mover-coupled drive; INERT, gated BT_MYOMERS)
extern Subsystem *CreateProjectileWeaponSubsystem(Mech *, int, void *); // 0xBCD (WAVE 7 -- ammoBinLink 0xC, layout locked; FireWeapon no-spawn Phase A)
extern Subsystem *CreateMissileLauncherSubsystem(Mech *, int, void *); // 0xBD0 (WAVE 7 -- shadows deleted, layout locked; FireWeapon no-spawn Phase A)
extern Subsystem *CreateGaussRifleSubsystem(Mech *, int, void *); // 0xBCE (WAVE 7 -- Emitter subclass, no-op FireWeapon; dedicated bridge)
// CreateGyroSubsystem (0xBC4) is reconstructed + ready in gyro.cpp (layout re-based,
// joint I/O real), but NOT wired -- the gyro ctor/integrator reconstruction is
// incomplete (garbage output); see the 0xBC4 case below.
@@ -820,21 +823,25 @@ Mech::Mech(
subsystemArray[id] = CreateAmmoBinSubsystem(this, id, seg); // FUN_004bd5c4
break;
case MechWeaponClassID: // 0xBCD
subsystemArray[id] = (Subsystem *)
new (Memory::Allocate(0x448)) MechWeapon(this, id, seg, MechWeapon::DefaultData); // FUN_004bc3fc
case MechWeaponClassID: // 0xBCD -> real class ProjectileWeapon (ctor @004bc3fc, mislabeled)
// WAVE 7: the autocannon/ballistic ammo weapon (: MechWeapon, sizeof 0x448).
// Was building the base MechWeapon stub (pure-virtual FireWeapon trap).
subsystemArray[id] = CreateProjectileWeaponSubsystem(this, id, seg); // FUN_004bc3fc
++weaponCount;
break;
case MissileWeaponClassID: // 0xBCE
subsystemArray[id] = (Subsystem *)
new (Memory::Allocate(0x484)) MissileLauncher(this, id, seg, MissileLauncher::DefaultData); // FUN_004bdcb4
case MissileWeaponClassID: // 0xBCE -> real class GaussRifle (ctor @004bdcb4, mislabeled)
// WAVE 7: VDATA.h enum -> 0xBCE == GaussRifleClassID (NOT MissileWeapon).
// GaussRifle : Emitter (sizeof 0x484); its FireWeapon is a no-op in this
// 1995 build (just zeros the charge) -> a DEDICATED bridge, not CreateEmitter.
subsystemArray[id] = CreateGaussRifleSubsystem(this, id, seg); // FUN_004bdcb4
++weaponCount;
break;
case BallisticWeaponClassID: // 0xBD0
subsystemArray[id] = (Subsystem *)
new (Memory::Allocate(0x44c)) BallisticWeapon(this, id, seg, BallisticWeapon::DefaultData); // FUN_004bcff0
case BallisticWeaponClassID: // 0xBD0 -> real class MissileLauncher (ctor @004bcff0, mislabeled)
// WAVE 7: VDATA.h enum -> 0xBD0 == MissileLauncherClassID. : ProjectileWeapon
// (sizeof 0x44c). Was building a BallisticWeapon stub.
subsystemArray[id] = CreateMissileLauncherSubsystem(this, id, seg); // FUN_004bcff0
++weaponCount;
break;
+31 -17
View File
@@ -112,10 +112,10 @@ MissileLauncher::MissileLauncher(
// vtable installed by the compiler (PTR_FUN_00512570)
missileCount = subsystem_resource->missileCount; // @0x448 resource +0x1d0
muzzleVelocity = subsystem_resource->muzzleVelocity; // @0x410 resource +0x1d4
launchVelocity = subsystem_resource->muzzleVelocity; // @0x410 (inherited ProjectileWeapon slot; was aliased "muzzleVelocity")
// per-salvo count copy + per-missile damage
this->salvoCount = missileCount; // @0x3d4 this[0xf5]
// per-salvo count copy + per-missile damage (write the inherited Damage fields)
this->damageData.burstCount = missileCount; // @0x3d4 this[0xf5] (was shadow "salvoCount")
this->damageData.damageAmount /= (Scalar)missileCount; // @0x3ac this[0xeb] /= missileCount
}
@@ -219,23 +219,21 @@ void MissileLauncher::FireWeapon()
// Begin the per-shot recharge cooldown (recoil bleeds to 0 before ReadyToFire).
recoil = rechargeRate;
// Resolve the muzzle / lead geometry once for the whole salvo.
// - muzzle transform MechWeapon::GetMuzzlePoint @004b9948
// - lead point leadPosition (ComputeTimeOfFlight, run by the sim)
// - per-missile Damage damageData (already /missileCount in the ctor)
// - muzzleVelocity this->muzzleVelocity (@0x410, resource +0x1d4)
// Resolve the muzzle / lead geometry (used to seed each missile's descriptor).
Point3D muzzle;
GetMuzzlePoint(muzzle); // @004b9948
damageData.burstCount = missileCount; // @0x3d4 (was shadow "salvoCount")
// Spawn `missileCount` guided Missile entities (streamed ClassID 0xBD0). Each
// allocates 0x368 bytes and runs Missile::Missile @004bf5b4, which builds the
// Seeker + MissileThruster roster and seeds them from this launcher's target /
// muzzleVelocity. FUN_004bf8bc == Missile::New.
salvoCount = missileCount; // @0x3d4
for (int i = 0; i < missileCount; ++i)
{
Missile::New((int)this); // @004bf8bc -> @004bf5b4
}
// ⚠ SPAWN DEFERRED (WAVE 7 Phase B): the shipped code loops missileCount times
// building a 0xD4-byte Missile MakeMessage (muzzle transform + lead + the 12-word
// Damage descriptor + launchVelocity + owner/target) and calls Missile::New
// (@004bf8bc -> ctor @004bf5b4, allocs 0x368). The Missile ENTITY class is not
// spawn-ready (Entity-base phantom members overflow the 0x368 alloc; New() takes
// (int)this instead of the descriptor) -> a live spawn would corrupt the heap. The
// launcher SUBSYSTEM ticks authentically (charge/ammo/heat/recoil, damage split
// across missileCount) but does NOT launch until the entity work lands. See
// scratchpad/wave7_maps.txt (Missile map) + docs/SUBSYS_PLAN.md.
// for (int i = 0; i < missileCount; ++i) Missile::New(&descriptor); // <-- Phase B
simulationFlags |= 0x1; // replication-dirty
Check_Fpu();
@@ -264,3 +262,19 @@ Logical MissileLauncher::TestInstance() const
{
return ProjectileWeapon::TestInstance();
}
//===========================================================================//
// WAVE 7 factory bridge -- MissileLauncher (factory case 0xBD0, "BallisticWeapon"
// mislabel). VDATA.h enum: 0xBD0 == MissileLauncherClassID. The real class
// (ctor @004bcff0) is MissileLauncher : ProjectileWeapon (sizeof 0x44C); the
// factory built a BallisticWeapon RECON_SUBSYS stub. alloc 0x44C. Ticks its
// real per-frame sim (charge/ammo/heat, damage split across missileCount);
// FireWeapon consumes a round + recoils but DEFERS the missile spawn (Phase B).
//===========================================================================//
Subsystem *CreateMissileLauncherSubsystem(Mech *owner, int id, void *seg)
{
Check(sizeof(MissileLauncher) <= 0x44C);
return (Subsystem *) new (Memory::Allocate(0x44C))
MissileLauncher(owner, id, (MissileLauncher::SubsystemResource *)seg, MissileLauncher::DefaultData);
}
+12 -4
View File
@@ -146,10 +146,18 @@ class Missile;
void
FireWeapon();
int missileCount; // @0x448 (this[0x112]) -- how many missiles per salvo
int salvoCount; // @0x3d4 (this[0xf5]) -- per-salvo count copy
// The ONLY own field: missileCount@0x448 (ctor param_1[0x112]). The former
// salvoCount@0x3d4 was a SHADOW of the inherited MechWeapon damageData.burstCount
// (@0x3A8+0x2C), and muzzleVelocity@0x410 an ALIAS of the inherited ProjectileWeapon
// launchVelocity -- both re-declared as own members put them at wrong (appended)
// offsets; removed. Object ends 0x44C.
int missileCount; // @0x448 (this[0x112]) -- how many missiles per salvo (LAST field)
// --- launcher-specific data appended past the ProjectileWeapon block ---
Vector3D muzzleVelocity; // @0x410 (this[0x104..0x106]) resource +0x1d4
friend struct MissileLauncherLayoutCheck;
};
struct MissileLauncherLayoutCheck {
static_assert(offsetof(MissileLauncher, missileCount) == 0x448, "MissileLauncher::missileCount @0x448 (ProjectileWeapon must end 0x448)");
static_assert(sizeof(MissileLauncher) == 0x44C, "sizeof(MissileLauncher) 0x44C (== factory alloc)");
};
#endif
+29 -5
View File
@@ -565,13 +565,20 @@ void
// DrawFiringCharge before the weapon is ReadyToFire again).
recoil = rechargeRate; // this[0xfa] = this[0xf7]
// Spawn the generic tracer/ballistic round at the muzzle. The lead solution
// in leadPosition (ComputeTimeOfFlight) and launchVelocity seed the descriptor;
// the spent round is a streamed Projectile entity (FUN_004bf8bc family).
// MissileLauncher overrides this method (@004bcc60) to spawn guided Missiles.
// Resolve the live muzzle (used to seed the projectile descriptor).
Point3D muzzle;
GetMuzzlePoint(muzzle); // MechWeapon @004b9948
Projectile::New((int)this); // @004be384 generic projectile
// ⚠ SPAWN DEFERRED (WAVE 7 Phase B): the shipped code builds a ~0xD4-byte projectile
// MakeMessage here (muzzle transform + lead point + the 12-word Damage descriptor +
// owner/target) and hands it to Projectile::New (@004be384). The reconstructed
// Projectile/Missile ENTITY classes are NOT spawn-ready yet: they carry Entity-base
// phantom members that overflow their New() alloc (0x340/0x368), and New() currently
// takes (int)this instead of the descriptor -> a live spawn would corrupt the heap.
// So the weapon SUBSYSTEM ticks authentically (charge/ammo/heat/recoil) but does NOT
// spawn until the entity byte-exact base + descriptor build land. See scratchpad/
// wave7_maps.txt (Projectile/Missile maps) + docs/SUBSYS_PLAN.md.
// Projectile::New((int)this); // <-- Phase B
simulationFlags |= 0x1; // replication-dirty
Check_Fpu();
@@ -689,3 +696,20 @@ int
return True;
}
//===========================================================================//
// WAVE 7 factory bridge -- ProjectileWeapon (factory case 0xBCD, "MechWeapon"
// mislabel). The real class at 0xBCD (ctor @004bc3fc) is ProjectileWeapon
// (the autocannon/ballistic ammo weapon); the factory built the base MechWeapon
// stub (whose FireWeapon is the pure-virtual trap @004ba45c). alloc 0x448 (==
// the byte-exact ProjectileWeapon sizeof). Constructs the AmmoBin connection +
// ticks its real ProjectileWeaponSimulation (charge/ammo/jam/eject); FireWeapon
// consumes a round + recoils but DEFERS the projectile spawn (Phase B).
//===========================================================================//
Subsystem *CreateProjectileWeaponSubsystem(Mech *owner, int id, void *seg)
{
Check(sizeof(ProjectileWeapon) <= 0x448);
return (Subsystem *) new (Memory::Allocate(0x448))
ProjectileWeapon(owner, id, (ProjectileWeapon::SubsystemResource *)seg, ProjectileWeapon::DefaultData);
}
+27 -11
View File
@@ -107,14 +107,19 @@ class NotationFile;
static SharedData DefaultData;
// Embedded ref-counted connection to the AmmoBin subsystem (resource
// AmmoBin index). The shipped layout is a SharedData::Connection; the
// reconstruction models it with this thin proxy (Construct/Connect/
// Resolve/Destruct) so the recovered call sites compile unchanged.
// AmmoBin index). The shipped layout is a 0xC-byte SharedData::Connection
// (ctor FUN_004bcbb0->FUN_004179d4; resolver FUN_00417ab4 two-level-derefs +8),
// NOT an empty proxy -- modeling it as 1 byte made ProjectileWeapon 8 bytes
// short (0x440 vs the binary 0x448) and slid MissileLauncher's missileCount off
// 0x448. Named access (Construct/Connect/Resolve/Destruct) is unchanged + inert
// in bring-up (no plug resolves). Same 0xC pattern as SubsystemConnection.
struct AmmoBinConnection {
void Construct() {}
template<class T> void Connect(T) {}
void Destruct() {}
void *Resolve() { return 0; }
void *linked; // +0x00 (SharedData::Connection; inert here)
int _reserved[2]; // pad to the binary 0xC connection
void Construct() { linked = 0; _reserved[0] = _reserved[1] = 0; }
template<class T> void Connect(T s) { linked = (void *)s; }
void Destruct() { linked = 0; }
void *Resolve() { return linked; }
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -309,10 +314,21 @@ class NotationFile;
// --- ammunition ---
int tracerInterval; // @0x438 resource TracerInterval (+0x1BC)
AmmoBinConnection
ammoBinLink; // @0x43C embedded connection to the AmmoBin subsystem
// (12 bytes; ctor @004bcbb0, dtor @004bcbcf,
// link vtable @00512424; resolved via the
// resource AmmoBin index at +0x1C0)
ammoBinLink; // @0x43C embedded 0xC connection to the AmmoBin subsystem
// (ctor @004bcbb0, dtor @004bcbcf, link vtable
// @00512424; resolved via the resource AmmoBin
// index at +0x1C0) -- LAST field, object ends 0x448
friend struct ProjectileWeaponLayoutCheck;
}; // sizeof == 0x448
struct ProjectileWeaponLayoutCheck {
static_assert(offsetof(ProjectileWeapon, totalTimeToEject) == 0x3F0, "ProjectileWeapon::totalTimeToEject @0x3F0 (MechWeapon must end 0x3F0)");
static_assert(offsetof(ProjectileWeapon, launchVelocity) == 0x410, "ProjectileWeapon::launchVelocity @0x410");
static_assert(offsetof(ProjectileWeapon, leadPosition) == 0x420, "ProjectileWeapon::leadPosition @0x420");
static_assert(offsetof(ProjectileWeapon, tracerInterval) == 0x438, "ProjectileWeapon::tracerInterval @0x438");
static_assert(offsetof(ProjectileWeapon, ammoBinLink) == 0x43C, "ProjectileWeapon::ammoBinLink @0x43C");
static_assert(sizeof(ProjectileWeapon) == 0x448, "sizeof(ProjectileWeapon) 0x448 (== factory alloc)");
};
#endif