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:
co-authored by
Claude Opus 4.8
parent
9d82be46a1
commit
2bcca26cea
@@ -201,6 +201,9 @@ extern Subsystem *CreateSearchlightSubsystem(Mech *, int, void *); // 0xBD8 (WAV
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extern Subsystem *CreateThermalSightSubsystem(Mech *, int, void *); // 0xBDE (WAVE 4 readouts -- de-shimmed + gate fixed)
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extern Subsystem *CreateAmmoBinSubsystem(Mech *, int, void *); // 0xBCB (WAVE 4 -- AmmoBin : HeatWatcher, layout locked)
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extern Subsystem *CreateMyomersSubsystem(Mech *, int, void *); // 0xBC6 (WAVE 6 -- mover-coupled drive; INERT, gated BT_MYOMERS)
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extern Subsystem *CreateProjectileWeaponSubsystem(Mech *, int, void *); // 0xBCD (WAVE 7 -- ammoBinLink 0xC, layout locked; FireWeapon no-spawn Phase A)
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extern Subsystem *CreateMissileLauncherSubsystem(Mech *, int, void *); // 0xBD0 (WAVE 7 -- shadows deleted, layout locked; FireWeapon no-spawn Phase A)
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extern Subsystem *CreateGaussRifleSubsystem(Mech *, int, void *); // 0xBCE (WAVE 7 -- Emitter subclass, no-op FireWeapon; dedicated bridge)
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// CreateGyroSubsystem (0xBC4) is reconstructed + ready in gyro.cpp (layout re-based,
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// joint I/O real), but NOT wired -- the gyro ctor/integrator reconstruction is
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// incomplete (garbage output); see the 0xBC4 case below.
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@@ -820,21 +823,25 @@ Mech::Mech(
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subsystemArray[id] = CreateAmmoBinSubsystem(this, id, seg); // FUN_004bd5c4
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break;
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case MechWeaponClassID: // 0xBCD
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subsystemArray[id] = (Subsystem *)
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new (Memory::Allocate(0x448)) MechWeapon(this, id, seg, MechWeapon::DefaultData); // FUN_004bc3fc
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case MechWeaponClassID: // 0xBCD -> real class ProjectileWeapon (ctor @004bc3fc, mislabeled)
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// WAVE 7: the autocannon/ballistic ammo weapon (: MechWeapon, sizeof 0x448).
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// Was building the base MechWeapon stub (pure-virtual FireWeapon trap).
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subsystemArray[id] = CreateProjectileWeaponSubsystem(this, id, seg); // FUN_004bc3fc
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++weaponCount;
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break;
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case MissileWeaponClassID: // 0xBCE
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subsystemArray[id] = (Subsystem *)
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new (Memory::Allocate(0x484)) MissileLauncher(this, id, seg, MissileLauncher::DefaultData); // FUN_004bdcb4
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case MissileWeaponClassID: // 0xBCE -> real class GaussRifle (ctor @004bdcb4, mislabeled)
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// WAVE 7: VDATA.h enum -> 0xBCE == GaussRifleClassID (NOT MissileWeapon).
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// GaussRifle : Emitter (sizeof 0x484); its FireWeapon is a no-op in this
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// 1995 build (just zeros the charge) -> a DEDICATED bridge, not CreateEmitter.
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subsystemArray[id] = CreateGaussRifleSubsystem(this, id, seg); // FUN_004bdcb4
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++weaponCount;
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break;
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case BallisticWeaponClassID: // 0xBD0
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subsystemArray[id] = (Subsystem *)
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new (Memory::Allocate(0x44c)) BallisticWeapon(this, id, seg, BallisticWeapon::DefaultData); // FUN_004bcff0
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case BallisticWeaponClassID: // 0xBD0 -> real class MissileLauncher (ctor @004bcff0, mislabeled)
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// WAVE 7: VDATA.h enum -> 0xBD0 == MissileLauncherClassID. : ProjectileWeapon
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// (sizeof 0x44c). Was building a BallisticWeapon stub.
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subsystemArray[id] = CreateMissileLauncherSubsystem(this, id, seg); // FUN_004bcff0
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++weaponCount;
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break;
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