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
@@ -565,13 +565,20 @@ void
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// DrawFiringCharge before the weapon is ReadyToFire again).
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recoil = rechargeRate; // this[0xfa] = this[0xf7]
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// Spawn the generic tracer/ballistic round at the muzzle. The lead solution
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// in leadPosition (ComputeTimeOfFlight) and launchVelocity seed the descriptor;
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// the spent round is a streamed Projectile entity (FUN_004bf8bc family).
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// MissileLauncher overrides this method (@004bcc60) to spawn guided Missiles.
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// Resolve the live muzzle (used to seed the projectile descriptor).
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Point3D muzzle;
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GetMuzzlePoint(muzzle); // MechWeapon @004b9948
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Projectile::New((int)this); // @004be384 generic projectile
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// ⚠ SPAWN DEFERRED (WAVE 7 Phase B): the shipped code builds a ~0xD4-byte projectile
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// MakeMessage here (muzzle transform + lead point + the 12-word Damage descriptor +
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// owner/target) and hands it to Projectile::New (@004be384). The reconstructed
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// Projectile/Missile ENTITY classes are NOT spawn-ready yet: they carry Entity-base
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// phantom members that overflow their New() alloc (0x340/0x368), and New() currently
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// takes (int)this instead of the descriptor -> a live spawn would corrupt the heap.
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// So the weapon SUBSYSTEM ticks authentically (charge/ammo/heat/recoil) but does NOT
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// spawn until the entity byte-exact base + descriptor build land. See scratchpad/
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// wave7_maps.txt (Projectile/Missile maps) + docs/SUBSYS_PLAN.md.
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// Projectile::New((int)this); // <-- Phase B
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simulationFlags |= 0x1; // replication-dirty
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Check_Fpu();
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@@ -689,3 +696,20 @@ int
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return True;
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}
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//===========================================================================//
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// WAVE 7 factory bridge -- ProjectileWeapon (factory case 0xBCD, "MechWeapon"
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// mislabel). The real class at 0xBCD (ctor @004bc3fc) is ProjectileWeapon
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// (the autocannon/ballistic ammo weapon); the factory built the base MechWeapon
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// stub (whose FireWeapon is the pure-virtual trap @004ba45c). alloc 0x448 (==
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// the byte-exact ProjectileWeapon sizeof). Constructs the AmmoBin connection +
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// ticks its real ProjectileWeaponSimulation (charge/ammo/jam/eject); FireWeapon
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// consumes a round + recoils but DEFERS the projectile spawn (Phase B).
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//===========================================================================//
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Subsystem *CreateProjectileWeaponSubsystem(Mech *owner, int id, void *seg)
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{
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Check(sizeof(ProjectileWeapon) <= 0x448);
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return (Subsystem *) new (Memory::Allocate(0x448))
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ProjectileWeapon(owner, id, (ProjectileWeapon::SubsystemResource *)seg, ProjectileWeapon::DefaultData);
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}
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