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