KB: correct stale StartEntityEffectImplementation entry (dispatcher DONE 2026-07-13)

The per-zone effect dispatcher was reconstructed + wired the same day the audit
flagged it as 'RECOMMENDED NEXT TARGET' -- the entry was never updated. Correct it:
dispatcher done (btl4vid.cpp:889, wired at mechdmg.cpp:1120); the real remaining
FX gap is the six still-STUBBED L4VIDRND scaling-explosion renderable bodies.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-14 06:01:53 -05:00
co-authored by Claude Fable 5
parent 8f7b304069
commit 31d338b6ff
+10 -7
View File
@@ -23,13 +23,16 @@ authentic path scoped.
## BINARY-COVERAGE AUDIT discoveries (2026-07-13, 6-agent decomp census) [T1 verified-uncited]
New unaccounted functionality no prior list knew (addresses verified absent from game/+context/+docs):
- **`BTL4VideoRenderer::StartEntityEffectImplementation` @004d097c** (+helpers @4d0c14/@4d0c5c,
~93 ln) — the per-zone EFFECT DISPATCHER, vtable-dispatched from the engine's
StartEntityEffectMessageHandler (hence invisible to address-grep). Body fully mapped: zone
position (+0x74), video index (+0xc4→+0xc0), jointToDCS socket (+0x3a4, in CLASSMAP),
SearchList type 10, atoi-dispatch into the SAME effect-number bands the port already serves
(>=1000 psfx ✓, 3-15 specialfx ✓, 104 SwapToWreck ✓). **The whole per-zone damage/destruction
visual chain is dead without it. RECOMMENDED NEXT TARGET (S/M).**
- **`BTL4VideoRenderer::StartEntityEffectImplementation` @004d097c — DONE (2026-07-13) [T2].**
The per-zone EFFECT DISPATCHER (+helpers @4d0c14 StopAll / @4d0c5c) is reconstructed
(btl4vid.cpp:889) + WIRED: `MechDamageZone` change → `BTStartZoneEffect`
RendererManager::StartEntityEffect → this virtual → the band effect ATTACHED to the struck
zone's segment (smoke/fire follows the mech); the Destroyed descriptor fires on kill
(mechdmg.cpp:1120). Band smoke/fire (psfx ≥1000) render through the live PFX layer
(BTStartPfxAttached). ⚠ **NOT yet liveness-verified at runtime** — needs a 2-node/enemy setup
(solo DEV.EGG has no target). ⚠ **REMAINING FX GAP:** the SIX L4VIDRND explosion-renderable
bodies below are still 2007 `//STUBBED` — the SCALING booms/flames the dispatcher routes to
(3-15 specialfx band + ScalingExplosionRenderable) never draw; only the particle bands do.
- **Six L4VIDRND effect-renderable bodies** @4540ac/45447c/455eb8/456cf0/4589e0/458e5c (~576 ln)
incl. the 40-param ScalingExplosionRenderable ctor ExplosionScripts calls 6× — the live 1995
bodies behind the STUBBED markers (wreck flames/booms land into these).