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>
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co-authored by
Claude Fable 5
parent
2215932016
commit
2edde29671
@@ -267,11 +267,13 @@ void MissileLauncher::FireWeapon()
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{
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Check(this);
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// (task #68) the view gate: a weapon disabled in the CURRENT look view
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// (rear rack in the forward view, anything in a side view) does not fire
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// -- the same +0x3E0 gate the emitter's Loaded->Firing transition reads.
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if (!viewFireEnable)
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return;
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// Gitea #12: this body is heat + spawn ONLY, per the recovered @004bcc60
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// (part_013.c:8741+): NO viewFireEnable gate, NO ammo pull, NO recoil set.
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// All of that lives in the CALLER -- the recovered ProjectileWeaponSimulation
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// Loaded case (@4bbec2 view/target denial blip, @4bbee6 bin->FeedAmmo,
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// @4bbf51 recoil). The old early-returns here, under a caller that cycled
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// the alarm unconditionally, faked a full firing pip cycle on every denied
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// shot -- the "missiles cycle but never launch" incident mechanic.
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// THE FIRING HEAT (task #9): heatCostToFire RAW into the launcher's own
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// pendingHeat (pre-scaled 1e7-unit resources: SRM6 = 5e7, LRM15 = 6.5e7)
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@@ -281,14 +283,6 @@ void MissileLauncher::FireWeapon()
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pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
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}
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// A salvo draws one ammo unit from the linked bin; a dry / not-ready bin
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// latches NoAmmo (ConsumeRound) and aborts the launch.
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if (!ConsumeRound()) // FUN_004bd4f4 (AmmoBin::FeedAmmo)
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return;
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// Begin the per-shot recharge cooldown (recoil bleeds to 0 before ReadyToFire).
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recoil = rechargeRate;
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// Resolve the muzzle / lead geometry (seeds each flying missile).
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Point3D muzzle;
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GetMuzzlePoint(muzzle); // @004b9948
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@@ -328,19 +322,16 @@ void MissileLauncher::FireWeapon()
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// Salvo replication (missile-visibility wave): bump the fire counter + stamp
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// the aim point; the extended update record carries both to peer nodes.
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// The CALLER's Loaded case makes the two `updateModel |= 1` marks
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// (@4bbf05/@4bbf4c == ForceUpdate) that serialize the record.
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// Gitea #12 / gotcha #20: the old `simulationFlags |= 0x1` here set the
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// engine DelayWatchersFlag -- permanently muting this launcher's audio
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// watchers after the first salvo; removed.
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{
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BTSalvoState &s = BTSalvoOf(this);
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++s.fired;
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s.target = targetPos;
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}
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simulationFlags |= 0x1; // replication-dirty
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// ENQUEUE the record (visibility fix): the dirty flag alone never
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// serializes -- ForceUpdate sets the updateModel bit that makes the next
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// PerformAndWatch write THIS subsystem's record into the mech's update
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// stream (the exact mechanism the Emitter's beam replication uses,
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// emitter.cpp:512). Without it the peer never saw a salvo record at all.
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ForceUpdate();
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Check_Fpu();
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}
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