diff --git a/context/cockpit-view.md b/context/cockpit-view.md index b67b0dd..62816f3 100644 --- a/context/cockpit-view.md +++ b/context/cockpit-view.md @@ -20,9 +20,13 @@ Verified in-game on all 8 mechs (Thor vs gameplay footage). [T2] Madcat = `MAX_COP`). It is the torso segment's SkeletonType_A mesh. [T2] - **The inside view is a PER-MECH AUTHORED SET, not the cop alone** (#91 decode, 2026-08-04; the earlier "EXACTLY ONE segment mesh" claim was madcat-derived and over-generalized — - corrected [T1: no type-A fallback in `EntitySegment::GetVideoObjectName`, SEGMENT.cpp:97 — - a segment renders inside ONLY if the resource authors a type-A name; T2: live `[view]` - roster logs]). Authored type-A rosters: **madcat / vulture / bhk1 = cop only; sunder / + corrected [T1, decomp-grounded: the binary's renderable build `FUN_004cef28` + (part_014.c:5077) sets skeleton type 4 (=A) for the inside build and its per-segment loop + calls `FUN_00424084(segment, type)` (:5570) for EVERY segment — NULL name = no mesh, no + torso-only filter, no cop special-case (only `siteeyepoint` diverts to the eye ctor + :5560-64); engine side: no type fallback in `EntitySegment::GetVideoObjectName`, + SEGMENT.cpp:97 — so the binary drew every authored type-A mesh, own-body pieces included; + T2: live `[view]` roster logs]). Authored type-A rosters: **madcat / vulture / bhk1 = cop only; sunder / loki / avatar = cop + `_tor` torso piece; thor = cop + `thx_tor` + `thx_msl` (the shoulder LRM pod!); owens = cop + BOTH complete legs (`owx_{l,r}{ule,dle,bto,fto}`) + `own_tshd`** — the Owens pilot saw their own legs walking; the Thor pilot saw their