Issue #31: wire the EJECT button (EjectAmmo msg 0xb @004bb9b8) -- the in-mission unjam
Disasm-faithful transcription of the export-gap handler onto ProjectileWeapon (MESSAGE_ENTRY id 0xb, the #19 pattern). PRESS arms the ~3s UpdateEject countdown (bin alarm -> Ejecting(3); gate 2 parks the weapon offline mid-eject -- authentic). HOLD to completion = DumpAmmo jettisons the bay -> NoAmmo. TAP (release early) cycles ONE round out via FeedAmmo and returns the weapon to Loading -- clears a jam at the cost of a round (and recovers a FailureHeat 7 while rounds remain). Binary structure kept exactly incl. the press-no-bin fall-through into the release block. AmmoBin: Ejecting(3)/Ejected(4) alarm levels decoded + named SetAmmoState accessor (databinding rule). Always-on forensics: '[weap] EJECT tap' + '[ammo] bay DUMPED overboard (N rounds)'. Rig-verified live (BT_EJECTTEST=1 / =hold on LRM15): taps eject one round each and return the weapon to service (15->8 across cycles); hold dumps all 16 -> NoAmmo. Awaiting a human press of the actual ENG-page button on a jammed weapon. 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
225fe43f0c
commit
2edd1b5363
@@ -244,6 +244,9 @@ void AmmoBin::DumpAmmo()
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{
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if (ammoAlarm.Level() != Empty) // this+0x1A8 != 2
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{
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// ALWAYS log the bay dump (rare + forensic -- eject-hold / strip)
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DEBUG_STREAM << "[ammo] " << GetName() << " bay DUMPED overboard ("
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<< ammoCount << " rounds jettisoned)\n" << std::flush;
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ammoCount = 0; // this+0x180
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ammoAlarm.SetLevel(Dumped); // 5 (transient pulse)
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ammoAlarm.SetLevel(Empty); // 2
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@@ -94,13 +94,17 @@
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// Ammo feed state machine (this->ammoAlarm @0x194, level @0x1A8 = word 0x6A)
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//
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// The 6-level AlarmIndicator carries the feed cycle. Levels confirmed from
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// usage; 3 and 4 are unobserved.
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// usage; 3/4 decoded 2026-07-23 from the EjectAmmo handler @004bb9b8 (press
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// raises 3 while the eject countdown runs; a tap-release blips 4 then 1
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// before the FeedAmmo pull cycles the round out).
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//
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public:
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enum AmmoState {
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Feeding = 0, // a round is in transit (feedTimer counting down)
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Loaded = 1, // a round is chambered and ready to fire
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Empty = 2, // no rounds remain
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Ejecting = 3, // EJECT held -- countdown live (@004bb9b8 press)
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Ejected = 4, // tap-release blip before the round cycles out
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Dumped = 5 // transient pulse raised by DumpAmmo() before Empty
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};
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@@ -169,6 +173,12 @@
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int
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GetAmmoState() const { return ammoAlarm.GetLevel(); }
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// The EjectAmmo handler @004bb9b8 drives the feed alarm from the linked
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// weapon (press -> Ejecting(3); tap-release -> Ejected(4) then Loaded(1)
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// ahead of the FeedAmmo pull). Named setter per the databinding rule.
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void
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SetAmmoState(int level) { ammoAlarm.SetLevel(level); }
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// Rounds remaining (this+0x180) -- read-only, for the AMMO digits gauge and
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// the [ammo] fire trace (named accessor per the databinding rule).
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int
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@@ -5753,6 +5753,36 @@ void
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}
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}
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// issue #31 verify (BT_EJECTTEST): pulse the EJECT button on the first
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// MissileLauncher (0xBD0) -- press, then release ~2s later (inside the
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// 3s countdown => a TAP: one round out, weapon back to Loading).
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// BT_EJECTTEST=hold releases at ~5s instead (past the countdown => the
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// HOLD: UpdateEject completes, DumpAmmo jettisons the bay -> NoAmmo).
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// The [weap] EJECT tap log + [ammo] counts verify the @004bb9b8 wiring.
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const char *ejectTest = getenv("BT_EJECTTEST");
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if (ejectTest && (Entity *)this == application->GetViewpointEntity())
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{
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static int s_ejectTest = 0;
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int releaseAt = (*ejectTest == 'h') ? 300 : 120; // 5s (hold) vs 2s (tap)
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int phase = ++s_ejectTest % 480; // 8s cycle @60Hz
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if (phase == 0 || phase == releaseAt) // press at 0, release later
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{
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for (int s = 1; s < GetSubsystemCount(); ++s)
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{
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Subsystem *sub = GetSubsystem(s);
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if (sub != 0 && (int)sub->GetClassID() == 0xBD0)
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{
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ReceiverDataMessageOf<ControlsButton> msg(
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0x0b /*ProjectileWeapon::EjectAmmoMessageID*/,
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sizeof(ReceiverDataMessageOf<ControlsButton>),
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(ControlsButton)(phase == 0 ? 1 : 0));
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sub->Dispatch(&msg);
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break;
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}
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}
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}
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}
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// issue #20 verify (BT_BALTEST): alternate a MoveValve (id 4) press to
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// the first condenser with a Mech BalanceCoolant (id 0x16) press every
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// ~2s -- BT_VALVE_LOG shows the valve going 1->5 then BALANCE pulling
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@@ -169,11 +169,21 @@ Derivation
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);
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// task #6: inherit MechWeapon's handler set (see emitter.cpp note).
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// issue #31 (2026-07-23): register the ammo-weapon handler table @0x512210
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// {0xb, "EjectAmmo" -> @004bb9b8} on top of MechWeapon's ids 9/10 -- the pod's
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// EJECT button (tap = eject one round / unjam, hold = jettison the bay) was
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// silently swallowed. (The energy-weapon branch binds 0xb to ToggleSeekVoltage
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// in ITS table instead -- see emitter.cpp.)
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Receiver::MessageHandlerSet&
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ProjectileWeapon::GetMessageHandlers()
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{
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static const Receiver::HandlerEntry entries[]=
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{
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MESSAGE_ENTRY(ProjectileWeapon, EjectAmmo) // id 0xb @004bb9b8
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};
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static Receiver::MessageHandlerSet messageHandlers(
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MechWeapon::GetMessageHandlers()); // copy-inherit
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ELEMENTS(entries), entries,
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MechWeapon::GetMessageHandlers()); // copy-inherit (ids 9/10)
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return messageHandlers;
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}
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Simulation::AttributeIndexSet ProjectileWeapon::AttributeIndex;
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@@ -495,6 +505,63 @@ void
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}
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}
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//
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// @004bb9b8 -- the EJECT button (ammo-weapon handler table @0x512210, id 0xb).
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// Disasm-transcribed 2026-07-23 (the fn sits in a Ghidra export gap; issue
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// #31). PRESS (data > 0, bin resolved): bin alarm -> Ejecting(3), reset the
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// countdown, ejectState = 0 (UpdateEject runs it; hold ~3s to completion =
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// DumpAmmo whole bay -> NoAmmo). RELEASE with the countdown still live (a
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// TAP): bin alarm Ejected(4) -> Loaded(1), FeedAmmo cycles ONE round out;
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// bay dry -> weapon NoAmmo(7), else weapon -> Loading(3) + full recoil -- the
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// weapon RETURNS TO SERVICE (this is the in-mission UNJAM; it also recovers a
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// FailureHeat 7 while rounds remain). Binary structure kept exactly: a press
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// with NO bin falls THROUGH to the release block (jle/je both target 4bba29).
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//
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void
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ProjectileWeapon::EjectAmmoMessageHandler(ReceiverDataMessageOf<int> *message)
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{
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if (MechSubsystem::IsDamaged()) // @4ac9c8 -- NOVICE lockout bridge
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return;
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AmmoBin *bin = (AmmoBin*)ammoBinLink.Resolve(); // FUN_00417ab4(this+0x43c)
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if (message->dataContents > 0 && bin != 0) // PRESS @4bb9d0/4bb9e9
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{
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bin->SetAmmoState(AmmoBin::Ejecting); // SetLevel(bin+0x194, 3)
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timeToEject = totalTimeToEject; // this+0x3f4 = this+0x3f0
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percentOfEject = 0.0f; // this+0x3f8
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ejectState = 0; // this+0x400 -- countdown live
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return; // jmp 4bbad9
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}
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// RELEASE (or press-no-bin fall-through) @4bba29
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if (ejectState == 0) // countdown still live -> a TAP
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{
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if (bin != 0)
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{
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bin->SetAmmoState(AmmoBin::Ejected); // SetLevel(bin+0x194, 4)
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bin->SetAmmoState(AmmoBin::Loaded); // SetLevel(bin+0x194, 1)
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bin->FeedAmmo(); // @4bd4f4 -- cycle one round out
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if (bin->GetAmmoState() == AmmoBin::Empty) // [bin+0x1a8] == 2
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weaponAlarm.SetLevel(NoAmmoState); // bay dry -> 7
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else
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{
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weaponAlarm.SetLevel(3); // -> Loading: BACK IN SERVICE
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recoil = rechargeRate; // this+0x3e8 = this+0x3dc (dial restarts)
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}
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DEBUG_STREAM << "[weap] " << GetName() << " EJECT tap: round out, "
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<< bin->GetAmmoCount() << " left -> "
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<< (bin->GetAmmoState() == AmmoBin::Empty ? "NoAmmo" : "reloading")
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<< "\n" << std::flush;
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timeToEject = totalTimeToEject;
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percentOfEject = 0.0f;
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}
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else
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weaponAlarm.SetLevel(NoAmmoState); // @4bbabe -> 7
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}
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ejectState = -1; // @4bbacf -- countdown cancelled
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}
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//
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// @004bbc78 -- bleed the firing charge (MechWeapon recoil @0x3E8) at a rate set
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// by the available bus voltage and the AmmoBin's remaining supply ratio.
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@@ -102,7 +102,19 @@ class NotationFile;
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public:
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static Derivation ClassDerivations; // parent = MechWeapon::ClassDerivations,
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// name = "ProjectileWeapon" (DAT_00512280)
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static Receiver::MessageHandlerSet& GetMessageHandlers(); // inherits MechWeapon's (task #6)
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static Receiver::MessageHandlerSet& GetMessageHandlers(); // MechWeapon's + id 0xb EjectAmmo (issue #31)
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enum { EjectAmmoMessageID = 0x0b }; // ammo-weapon table @0x512210
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// @004bb9b8 -- the ammo-weapon handler table @0x512210 {0xb, "EjectAmmo"}.
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// The pod's EJECT button: PRESS arms the ~3s UpdateEject countdown
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// (hold-to-completion = DumpAmmo whole bay -> NoAmmo); TAP (release
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// early) cycles ONE round out via FeedAmmo and, with ammo remaining,
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// returns the weapon to Loading -- the in-mission UNJAM. Wired
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// 2026-07-23 (issue #31); disasm-faithful incl. the press-no-bin
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// fall-through into the release block.
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void
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EjectAmmoMessageHandler(ReceiverDataMessageOf<int> *message);
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static AttributeIndexSet AttributeIndex;
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static SharedData DefaultData;
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