Fix 1 (Gitea #12): disasm-exact ProjectileWeaponSimulation @004bbd04 + the dirty-bit sweep

Replace the RivetGun-modeled ProjectileWeaponSimulation body with the fully
recovered binary machine (capstone disasm, every branch address-cited):

- gate 1 @4bbd36: simulationState@0x40==1 (destroyed) || heatAlarm==FailureHeat
  || owner disabled -> recoil=rechargeRate + alarm 7 (was: simulationFlags==1)
- gate 2 @4bbd71: bin alarm 2/3 or bin destroyed -> alarm 7 re-pinned per frame
- Loaded @4bbec2: DENIED shots (viewFireEnable off / no owner target) blip
  SetLevel(4);SetLevel(2) and STAY LOADED, no ammo pull (the old FireWeapon
  early-returns under an unconditionally-cycling caller faked a full firing
  pip cycle -- the "missiles cycle but never launch" incident mechanic);
  the ammo pull is bin->FeedAmmo @4bbee6 in the CALLER; both updateModel|=1
  marks (@4bbf05/@4bbf4c = ForceUpdate) bracket FireWeapon; recoil set @4bbf51
- Loading @4bbdd2: recoil bleeds ONLY here at electrical Ready and CLAMPS at 0
  (it ran to -114 before); bin Loaded -> weapon Loaded
- 7 @4bbe4d: binary-faithful roach motel (re-asserted unconditionally;
  recovery = ResetToInitialState only)
- slot 17 @004b9c9c reconstructed as MechWeapon::ComputeOutputVoltage
  (rechargeLevel=(rechargeRate-recoil)/rechargeRate, Emitter overrides with
  @4ba738) and called from Loading/7 -- the launcher recharge dial ANIMATES
  (the old "authentically static" claim was wrong)

FireWeapon bodies stripped to heat+spawn only per @004bcc60 (no view gate, no
ConsumeRound, no recoil); ConsumeRound retired (not a binary method).

Gotcha #20 sweep (all sites disasm-verified): simulationFlags|=0x1 == engine
DelayWatchersFlag (audio watchers muted forever) removed everywhere --
projweap/mislanch fire marks, ProjectileWeapon::ResetToInitialState (@4bbb47
= updateModel|=1); Emitter::SetDirty retired and split per binary site into
ForceUpdate() (@4bafaa/@4ba55d) vs ExecuteOnUpdate() (@4ba99a/@4ba943);
Emitter fault gate GetFlags()==1 -> simulationState==1 (@4baab9).

AmmoBin::GetAmmoState() accessor added (named-member read of ammoAlarm@0x1A8).
BT_LOOK_TEST=<frame> scripted verify added (mech4.cpp): holds the rear-view
button 300f on/300f off to drive viewFireEnable headlessly.

Verified solo ARENA1 (bhk1, autofire): 54-60 [projectile] PUSH + impact smoke;
look-back denial window = trigger pulses, state stays 2, zero launches,
resumes on release; enemy (disabled) mech launchers pinned 7 + full recoil;
STREAK-6 recharge dial sweeps across BT_SHOT frames; lasers fire throughout;
zero gauge faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-19 23:26:11 -05:00
co-authored by Claude Fable 5
parent 2215932016
commit 2edde29671
11 changed files with 292 additions and 165 deletions
+22
View File
@@ -2698,6 +2698,28 @@ void
// button (releases back to the forward view). Rear-mounted
// weapons (blackhawk/owens back racks) fire only in it.
gBTLookBehind = gBTInput.lookBehind;
// Gitea #12 scripted verify (BT_LOOK_TEST=<frame>): from the
// given frame, HOLD the rear-view button for 300 frames /
// release 300, repeating -- drives the authentic look-state
// chain (mapper -> BTCommitLookState -> viewFireEnable) so
// the recovered denied-shot blip (front weapons stay Loaded,
// launch NOTHING while looking back) is verifiable headless.
{
static int sLookTestFrom = -2;
if (sLookTestFrom == -2)
{
const char *lt = getenv("BT_LOOK_TEST");
sLookTestFrom = (lt != 0) ? atoi(lt) : -1;
}
if (sLookTestFrom >= 0)
{
static int sLookFrame = 0;
++sLookFrame;
if (sLookFrame >= sLookTestFrom
&& (((sLookFrame - sLookTestFrom) / 300) % 2) == 0)
gBTLookBehind = 1;
}
}
static float sTwist = 0.0f;
if (gBTInput.twistAbsolute)
{