diff --git a/context/decomp-reference.md b/context/decomp-reference.md
index 8188bf9..f03f039 100644
--- a/context/decomp-reference.md
+++ b/context/decomp-reference.md
@@ -199,8 +199,36 @@ From the weapon `.SUB` records + the charge-curve `.data` constants (PE-parsed a
GENERATOR's `pendingHeat@0x1c8` (~3.5e8/full PPC charge). `ComputeOutputVoltage` @004ba738
snaps rechargeLevel@0x320 to 1.0 within 0.01. **FailureHeat consumers:** `this+0x184`
(own heatAlarm level) == 2 -> emitter @004baa88 resets firing + holds charge 0; ballistic
- @004bbd36 pins `recoil=rechargeRate` + alarm 7. @004bbd04 (ProjectileWeaponSimulation)
- opens with `call 0x4b0bd0` (the powered/heat step), like @004baa88. Cockpit power-routing
+ @004bbd36 pins `recoil=rechargeRate` + alarm 7.
+- **@004bbd04 ProjectileWeaponSimulation FULLY RECOVERED (capstone disasm, Gitea #12,
+ 2026-07-19) [T1] — PORT NOW IMPLEMENTS IT (landed 2026-07-19, projweap.cpp; solo-verified:
+ missiles fly, denial blip stays Loaded, recoil clamped, slot-17 dial animates; MP re-verify
+ pending)** — the old RivetGun-modeled body diverged; the authentic machine:
+ PoweredSubsystemSimulation@4b0bd0; trigger=CheckFireEdge@4b9608; UpdateEject@4bbb50;
+ **gate 1 @4bbd36: `simulationState@0x40==1` (destroyed — NOT simulationFlags@0x28!) ||
+ heatAlarm@0x184==2 || FUN_49fb54(owner disabled) → recoil=rechargeRate + alarm 7**;
+ gate 2 @4bbd71: bin=Resolve(this+0x43c)@417ab4; bin alarm LEVEL@+0x1A8 ∈{2,3} || bin
+ simulationState@0x40==1 → alarm 7 (re-pinned per frame while dry). switch(alarm@0x364):
+ **Loaded(2) @4bbec2**: on trigger — `viewFireEnable@0x3E0==0 || ownerTarget@[owner+0x388]==0
+ → SetLevel(4);SetLevel(2)` (denial BLIP, stays Loaded, NO ammo pull); else
+ `bin->FeedAmmo@4bd4f4` (fail → stays Loaded silently) → SetLevel(0 Firing) →
+ **`updateModel@0x18 |= 1`** → vtbl+0x48 FireWeapon → (bin level==2 → SetLevel(7)) else
+ (CheckForJam@4bbfcc → SetLevel(5)) else SetLevel(3) → `updateModel|=1` →
+ recoil=rechargeRate. **Loading(3) @4bbdd2**: trigger → blip 4→3; if
+ electricalState@0x278==4 { DrawFiringCharge@4bbc78; recoil<0 → clamp 0 + (bin level==1 →
+ SetLevel(2)) }; always vtbl+0x44. **Jammed(5) @4bbe8e**: trigger → 6→5;
+ recoil=rechargeRate. **7 (unavailable/NoAmmo) @4bbe4d**: trigger → blip 1;
+ re-SetLevel(7) unconditionally (roach motel — permanent once entered);
+ recoil=rechargeRate; vtbl+0x44. States 0/1/4/6 = transient audio blips (no case body).
+ **vtbl+0x44 (slot 17) @004b9c9c = `rechargeLevel@0x320 = (rechargeRate@0x3DC −
+ recoil@0x3E8)/rechargeRate`** — the projectile recharge-dial writer (Emitter overrides this
+ slot with ComputeOutputVoltage@4ba738). **MissileLauncher::FireWeapon @004bcc60 carries NO
+ view/target/ammo gating and NO recoil set** (part_013.c:8741+: heat add + spawn descriptor
+ only) — ALL gating lives in the caller's Loaded case. ⚠ The DIRTY-for-replication bit is
+ `Simulation::updateModel@0x18 |= 1` (== engine `ForceUpdate()`), NOT
+ `simulationFlags@0x28 |= 1` — bit 0 of simulationFlags is the engine **DelayWatchersFlag**
+ (SIMULATE.h): setting it permanently skips the subsystem's ExecuteWatchers (audio watchers).
+ Cockpit power-routing
handlers @004b099c/@004b09e4/@004b0a2c/@004b0a74 (bind generator by authored id 1-4 via
@004b0b18) + @004b0abc (auto/manual, modeAlarm@0x2CC); attach/detach @004b0dd8/@004b0e30
(generator client capacity @0x1e4/count @0x1e8).
@@ -211,6 +239,29 @@ From the weapon `.SUB` records + the charge-curve `.data` constants (PE-parsed a
- MechWeapon handler table @0x511860: {9,"ConfigureMappables"→@004b9550}, {10,"ChooseButton"→@004b95b8}
(strings @0x511994/@0x5119A7). PoweredSubsystem table @0x50F4EC: ids 4-8 = SelectGeneratorA-D /
ToggleGeneratorMode → @004b099c/@004b09e4/@004b0a2c/@004b0a74/@004b0abc.
+
+### Binary message tables decoded 2026-07-20 (glass input audit) [T1]
+16-byte HandlerEntry {id, namePtr, fnPtr, 0} rows in section_dump. Per-receiver-class id spaces.
+- **Mech (entity)** @0x50BDF8..: 0x12 TakeDamage@004a0230, 0x14 PlayerLink@0049f624, 0x15
+ RealMaxSpeed@0049f604, **0x16 BalanceCoolant@0049f728**, 0x17 SetBurningState@0049f674, 0x18
+ ClearBurningState@0049f700, **0x19 EjectPilot@0049f854**, **0x1a DuckRequest@0049fa00** (the
+ manual's CROUCH; streamed button 0x13 sends it — unreconstructed).
+- **HeatableSubsystem** @0x50E41C: {3, "ToggleCooling"→@004ad6f8} (the Eng-page msg-3 button on
+ every weapon/avionics — unwired in the reconstruction).
+- **Generator** @0x50FB90: {4, "ToggleGeneratorOnOff"→@004b1ed0} (streamed buttons 0x1A-0x1D →
+ GeneratorA-D — unreconstructed).
+- **Searchlight** @0x51120C: {3, "ToggleLamp"→@004b860c}; PowerWatcher/ThermalSight-side variant
+ @0x51117C: {3, "ToggleLamp"→@004b838c}. (Reconstruction has Searchlight::ToggleLamp but the
+ MessageHandlers set is default-constructed EMPTY — unwired.)
+- **Myomers-class** @0x51158C: {9, "ToggleSeekVoltage"→@004b8a48}; **energy-weapon** variant
+ @0x511DB8: {0xb, "ToggleSeekVoltage"→@004ba478}; **ammo-weapon** @0x512210: {0xb,
+ "EjectAmmo"→@004bb9b8}.
+- **MechRIOMapper** @0x51DD30: RE-REGISTERS the base ids 3..0x13 (Aux1Quad..ZoomOut) with the
+ RIO override handlers @004d22fc..@004d24f8, + {0x19, Keypress→@004d2514} (RIO's OWN keypress,
+ unreconstructed — we use the shared L4 0x17 @004d1bf0) + {0x1a, Hotbox→@004d2574} @0x51DE98.
+ The reconstruction's enum chained these ids to 0x19-0x2a until 2026-07-20 — every streamed
+ MFD-bank/zoom press hit the base FAIL trap; now pinned + static_assert-locked (btl4mppr.hpp).
+- Unhandled ids are SILENT: `Receiver::Receive` Find() returns NullHandler and does nothing.
- MechWeapon ATTRIBUTE table @0x511890: ELEVEN entries — 0x12 PercentDone@0x320, 0x13 TriggerState@0x31C,
0x14 DistanceToTarget@0x324, 0x15 TargetWithinRange@0x34C, 0x16 WeaponRange@0x328, 0x17 PipPosition,
0x18 PipColor, 0x19 PipExtendedRange, 0x1A EstimatedReadyTime@0x330, 0x1B RearFiring@0x334,
@@ -287,6 +338,7 @@ default-ON (`'0'` disables).
| `BT_VIEWCYCLE_TEST=` / `BT_MODECYCLE_TEST=` | scripted verify (mech4.cpp): pulse a secondary-schematic cycle / a control-mode cycle at the frame and every 300 after — pixel-verifiable with `BT_DEV_GAUGES_DOCK`+`BT_SHOT` |
| `BT_PRESET_TEST=` | scripted verify (mech4.cpp, Gitea #9): from the frame, pulse an upper-MFD preset-page cycle on all three MFDs every 120 frames (Quad → populated Eng pages → Quad) — pixel-verifiable with `BT_DEV_GAUGES_DOCK`+`BT_SHOT` |
| `BT_PRESET_HOLD=` | (with BT_PRESET_TEST, Gitea #11) stop after n pulses so a page is HELD — steady-state pixel verification; the 120-frame cycle phase-locks with BT_SHOT's 90-frame cadence, so cycling shots periodically capture the 1-frame page-switch transition |
+| `BT_LOOK_TEST=` | scripted verify (mech4.cpp, Gitea #12): from the frame, HOLD the rear-view button 300 frames / release 300, repeating — drives mapper→BTCommitLookState→viewFireEnable so the projectile denied-shot blip (stay-Loaded, no launch) is log-verifiable headless |
| `BT_SEEK_LOG` | `[seek] BecameActive/replot` — SeekVoltageGraph activation sentinel + clear/replot events with the response-at-12kV value (Gitea #11, btl4gau2.cpp) |
| `BT_CTRLMAP_LOG` | streamed `.CTL` record audit (L4CTRL.cpp CreateStreamedMappings): Direct records with the resolved member offset + EVENT records (button→subsystem message; found the pod's secondary-panel Cycle buttons 0x15/0x18) |
| `BT_CAM_LOG` | camera-seat/broadcast trace: streamed camera network count, director pick + Players-group census, ship follow state, PlayerLink dispatch/receive, ranking-window render ([[multiplayer]] camera seat) |
diff --git a/context/gauges-hud.md b/context/gauges-hud.md
index f96a0de..d5d4892 100644
--- a/context/gauges-hud.md
+++ b/context/gauges-hud.md
@@ -10,7 +10,8 @@ open_questions:
- "HUD attr table RESOLVED 2026-07-19 (Gitea #10 audit): re-dumped @5110b8 -- the table starts one record earlier (id 3 FlickerRate@0x1D8), every hud.hpp offset was shifted one slot; hud.hpp/CLASSMAP corrected, no behavioral impact (the reticle feeds via port globals). See GAUGE_COMPOSITE.md AUDIT finding B"
- "SeekVoltageGraph RECONSTRUCTED 2026-07-19 (Gitea #11, was #10 finding A): full widget landed (see §SeekVoltageGraph below) -- ghosts gone steady-state (BT_PRESET_HOLD verification); remaining polish: a 1-frame transition artifact when a BT_SHOT lands on the exact page-switch frame (label BecameActive vs the graph's next rated Execute -- same lag class as the binary; self-heals next frame)"
- "Secondary-view cycling RESOLVED 2026-07-19 (Gitea #6): the selector is the DISPLAY mode (CycleDisplayMode -> vtbl+0x4C override @4d1ae4), NOT CycleControlMode; desktop 'N' / pad RightThumb wired; pixel-verified dama->crit->heat"
- - "Upper-MFD PRESET pages RESOLVED 2026-07-19 (Gitea #9): SetPresetMode table @0051dbf0 re-decoded (little-endian -> ModeMFD bits 0-14), per-MFD pod button banks identified from the .CTL dump, desktop J/K/L cycle wired; remaining: the always-active 0x28-0x2F / 0x1A-0x1D per-subsystem msg-4 records (subs 3-13 -- likely the condenser-valve/coolant buttons) unidentified"
+ - "Upper-MFD PRESET pages RESOLVED 2026-07-19 (Gitea #9): SetPresetMode table @0051dbf0 re-decoded (little-endian -> ModeMFD bits 0-14), per-MFD pod button banks identified from the .CTL dump, desktop J/K/L cycle wired"
+ - "Always-active msg-4 records IDENTIFIED 2026-07-20 (glass input audit): 0x2C = Reservoir InjectCoolant (the flush button), 0x2F/0x2E/0x2D/0x2B/0x2A/0x29 = Condenser1-6 MoveValve, 0x1A-0x1D = GeneratorA-D ToggleGeneratorOnOff (@0050fb90, unreconstructed); plus 0x13 = Mech DuckRequest (crouch), 0x28 = Mech BalanceCoolant, 0x12/0x14 = ThermalSight/Searchlight toggles -- see pod-hardware.md + docs/GLASS_COCKPIT.md 2026-07-20"
- "MP DEATHS resolved 2026-07-12 (observed-death tally + display clamp); remaining: verify multi-death tallies stay in sync across a long session (GAUGE_COMPOSITE.md)"
---
@@ -77,6 +78,35 @@ over one shared `SVGA16` pixelBuffer; `SVGA16::DrawDevSurface`). On the POD they
intact). The `overlay` port (SectorDisplay lives there) shares the `sec` physical surface via a
different bit-plane (0x00C0). [T2]
+## MP gauge-window FREEZE = dangling bindings + permanent SEH disable (Gitea #12, 2026-07-19) [T2 log-convicted]
+The live-MP "dev-gauges window froze entirely mid-session" incident (issue #12) is NOT a
+swap-chain/present bug: `scratchpad/incident_2157/operator_1.log` shows a burst of
+`[gauge-fault] '' Execute FAULTED -> gauge DISABLED` (PilotList, HeadingPointer,
+MapDisplay, SectorDisplay, TwoPartBars, NumericDisplayScalar …) exactly while ALL THREE mechs
+were being RE-CREATED at mission launch (second `[zonebuild]`/`[cyl]` set at new addresses —
+the session had a pre-launch host drop/rejoin; a normal 2-player LAN launch on the same build
+did not re-stream and did not freeze). The gauge tree had been built (lazily) during the
+LOBBY phase against the FIRST-stream mechs; the re-stream freed them; every gauge Execute then
+AV'd on its dangling [[attribute-pointer]]s and the `BT_DEV_GAUGES` SEH guard
+(`Gauge::GuardedExecute`, GAUGE.cpp:618) DISABLED each one — `Disable(True)` sets `rate=0`
+PERMANENTLY, nothing re-enables or rebinds → the whole window static for the rest of the
+session (= symptoms 1+3). The AUTHENTIC engine flow handles mission transitions by
+`Application::Shutdown → gaugeRenderer->Shutdown() → ShutdownImplementation → Remove(0)` (all
+gauges deleted, tree lazily rebuilt next mission, APP.cpp:787/GAUGREND.cpp:3264) — the port's
+in-session re-stream path bypasses it. **FIX LANDED (2026-07-19, awaiting human MP verify):**
+`BTL4GaugeRenderer::TearDownForViewpointRestream()` (btl4grnd.cpp) performs the ENTITY-BOUND
+half of the engine ShutdownImplementation sequence, same order (RemoveAllAlarms → Remove(0) →
+entity-grid Clear), deliberately KEEPING warehouse/graphics-ports/interpreter/controls-L4Lamps
+(RemoveAllLamps mid-session would delete the CONTROLS-owned L4Lamps behind the buttonGroup's
+`&lamp->automaticValue` registrations — a dangling mapping; the mech-state "lamps" like
+AnimatedSubsystemLamp are Gauges and go with Remove(0)). Called from
+`BTL4Application::MakeViewpointEntity` before `ConfigureForModel("Init", entity)` whenever the
+viewpoint is a RE-make (that handler empirically runs once per stream — twice in the incident
+log, `[ctrlmap] installing` ×2) — the tree then rebuilds bound to the NEW mech. Log sentinel:
+`[gauge] viewpoint re-stream: tearing the gauge tree down for rebuild`. Residual exposure:
+`Remove(0)` flushes each gauge (`Update(gaugeRate_A)`, GAUGREND.cpp:3465) before deleting it, so
+gauge CONNECTIONS may read the freed mech once more (plain reads; Execute stays SEH-guarded).
+
## The secondary screen's THREE views (Damage / Critical / Heat) — mode-gated [T0/T1/T2]
The `sec` port stacks three mode-gated mech-schematic layers at offset (50,0) over the
always-on radar/heading/speed/messageBoard (`Secondary1`): **Damage** (`ModeSecondaryDamage`,
@@ -176,16 +206,18 @@ locked**. **RESOLVED 2026-07-12 [T2]:** deaths now tally per node from LOCALLY O
own VehicleDead path counts its node), and `BTPilotDeaths` clamps the −2/−1 pre-acquire seed
to 0 for display. Own row counts correctly as before.
-## Launcher-panel recharge dial — authentically STATIC [T1, writer census]
-The weapon panels' SegmentArc270 tick ring reads MechWeapon::rechargeLevel (+0x320). A FULL
-writer census of the binary (all decomp spellings: `0x320) =`, `+ 800) =`, `[200] =`) finds
-exactly four writers in the weapon family: the ctor (@004b99a8, 1.0), the stream init
-(@004b8fec), ResetToInitialState (@004b96ec, 1.0), and the ONE live writer —
-`Emitter::ComputeOutputVoltage` @004ba738, reached only through the Emitter vtable. Projectile
-weapons (MissileLauncher/autocannon) never write it: their dial draws full ONCE and never moves
-on the pod. The launcher panel's live indicators are the AMMO DIGITS (AmmoBin::ammoCount via
-the complete-type bridges, 2026-07-12 — the old raw bin+0x180/0x18c reads were layout garbage),
-the jam/fire lamps and the eject wipe. Do NOT "fix" the static ring — it is the authentic look.
+## Launcher-panel recharge dial — CORRECTION 2026-07-19: it IS live (slot 17 @004b9c9c) [T1]
+The weapon panels' SegmentArc270 tick ring reads MechWeapon::rechargeLevel (+0x320).
+**The old "authentically STATIC on projectile weapons" claim was WRONG** — the writer census
+missed the anonymous vtable slot 17 (vtbl+0x44) body **@004b9c9c**:
+`rechargeLevel = (rechargeRate@0x3DC − recoil@0x3E8) / rechargeRate` (capstone disasm, issue
+#12; Ghidra never emitted it). The recovered `ProjectileWeaponSimulation` @004bbd04 calls it
+every frame in the Loading(3) and unavailable(7) alarm cases — so the launcher dial
+authentically ANIMATES 0→1 through each reload. (The census's four other writers stand: ctor
+@004b99a8, stream init @004b8fec, ResetToInitialState @004b96ec, and
+`Emitter::ComputeOutputVoltage` @004ba738 — slot 17 is the Emitter override of the SAME slot;
+@004b9c9c is the MechWeapon/projectile base body.) The launcher panel's other live indicators:
+AMMO DIGITS (AmmoBin::ammoCount via the complete-type bridges), jam/fire lamps, eject wipe.
## ConfigMapGauge (the weapon panel's regroup lamp column) — authentically DORMANT
The per-weapon btjoy.pcc joystick image + 4 cm_* state lamps (off/other/only/both) showing,
@@ -329,14 +361,15 @@ and every instrument is now live [T2]:**
(the weapon-GROUP bits Front/Rear/Left/Right). **Range plays NO part** — Execute never reads
the stored TargetWithinRange slots. **FIX 2026-07-18 [T2]:** the pip's "loaded" was a port
approximation reading `rechargeLevel ≥ 1` — correct for emitters (charge-driven) but
- **statically 1.0 on projectile weapons** (MissileLauncher/autocannon never write it — see
- §Launcher-panel above), so missile/AC pips were **permanently lit and never blinked on fire**.
+ **statically 1.0 on projectile weapons in the PORT** (the port sim never called the slot-17
+ updater @004b9c9c — see the §Launcher-panel CORRECTION), so missile/AC pips were
+ **permanently lit and never blinked on fire**.
Now reads the AUTHENTIC attr 0x1C = the weaponAlarm StateIndicator level (`WeaponStatePtr` →
`GaugeAlarm54::LevelPtr`), compared `== stateConst2` (the const the binary itself stores in
AddWeapon). The state cycles Loaded(2)↔Firing(0)/Loading(3)/Jammed(5) for BOTH families, so a
missile pip now momentarily drops when fired, exactly like the emitter's. Verified live
- (Blackhawk, `BT_AUTOFIRE=1 BT_AF_MISSILE=1`): both SRM6 pips toggle 2↔0/5 on each salvo. The
- authentically-static `rechargeLevel` recharge DIAL (§Launcher-panel) is untouched.
+ (Blackhawk, `BT_AUTOFIRE=1 BT_AF_MISSILE=1`): both SRM6 pips toggle 2↔0/5 on each salvo.
+ (The recharge DIAL is driven by slot 17 @004b9c9c — §Launcher-panel CORRECTION.)
- **Lock ring** = subB9 (ring+cross) at frame centre, **SPINNING 4°/frame** while the Lock attr
(0xA) is up. The Lock PRODUCER is the authentic HudSimulation rule (part_013.c:5619-5634 [T1],
wired task #38): lock requires a target AND your own HUD's host zone damage < **0.75** (a
diff --git a/context/glass-cockpit.md b/context/glass-cockpit.md
index 2d7498e..2b16ac4 100644
--- a/context/glass-cockpit.md
+++ b/context/glass-cockpit.md
@@ -70,6 +70,21 @@ copied from them.
- **Step 4 (Steam): CODE COMPLETE 2026-07-18 [T2 single-machine].** See [[steam-networking]] —
the wire seam + `L4STEAMNET` identity-token transport + `btl4lobby`. Live 2-account
cross-machine session pending (`docs/STEAM_TEST.md`).
+- **Input-coverage audit + keyboard reconciliation: DONE 2026-07-20 [T2].** Root cause of the
+ dead panel: `MechRIOMapper`'s message ids were chained one enum too high (0x19-0x2a) — the
+ binary RIO table @0051dd30 re-registers the BASE aux/zoom ids 3..0x13 (Hotbox 0x1a); fixed
+ ungated + static_assert-locked (`btl4mppr.hpp`) → all 24 MFD-bank + 2 zoom buttons live
+ (52/72 panel buttons now work; 8 dead await handler reconstruction — Gitea backlog issue;
+ 12 have no streamed mapping authored, authentically inert). **Keyboard = the ~20 core
+ gameplay actions on the CONTROLS.MAP keys; the PANEL covers every pod address by click**
+ (right-click = hold latch) — the merged default profile lives in `L4PADBINDINGS.cpp`
+ (auto-writes `content\bindings.txt`; W/S/A/D/Q/E/R/F/X drive, 1-4/Space/Ctrl fire, M/N/H/C =
+ pod buttons 0x18/0x15/0x2C/0x2F, `/V view toggle + J/K/L preset cycles hardcoded in PadRIO).
+ Bound keys are SUPPRESSED from the typed 1995 channel (`PadRIO::SuppressKey`, the btinput
+ pattern — ended the glass double-dispatch: 'w'=pilot-select, numpad/F-key key-up aliases);
+ unbound keys keep their authentic meanings (5/z presets, t-o pilot select, +/- zoom).
+ In BAS control mode the pod turns with the STICK (Q/E) and pedals are inactive — authentic;
+ A/D turn in MID/ADV. Full audit + census: `docs/GLASS_COCKPIT.md` §2026-07-20.
## Key Relationships
- Extends: [[pod-hardware]] (RIO input path) · Uses: [[gauges-hud]] dev-gauge modes ·
diff --git a/context/open-questions.md b/context/open-questions.md
index 4c3f93a..390aefc 100644
--- a/context/open-questions.md
+++ b/context/open-questions.md
@@ -139,6 +139,17 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
(task #8 "landed" vs the kShotDamage=12 bring-up residue) — audit before reworking.
## Deferred subsystems / feeds (authentic path scoped, marked in code)
+- **Glass panel dead-button backlog (input-coverage audit 2026-07-20) [T1 census].** 8 of the 72
+ panel buttons dispatch a streamed message with NO reconstructed handler (silently ignored):
+ 0x13 → Mech `DuckRequest` @0049fa00 (CROUCH — `duckState` attr + SQUAT clips exist!), 0x28 →
+ Mech `BalanceCoolant` @0049f728, 0x1A-0x1D → Generator A-D `ToggleGeneratorOnOff` @004b1ed0,
+ 0x12 → ThermalSight toggle (pvision unported), 0x14 → Searchlight `ToggleLamp` (body
+ reconstructed, handler-set unwired — note the 1995 latent bug below: even wired, the light
+ never turns on in the original). Plus page-gated Eng-page meanings: `ToggleCooling` @004ad6f8
+ (msg 3), `ToggleSeekVoltage` @004ba478/@004b8a48 (msg 0xb energy / 9 Myomers), `EjectAmmo`
+ @004bb9b8 (msg 0xb ammo weapons), and MechRIOMapper's own Keypress @004d2514 (id 0x19).
+ Filed as the Gitea "glass panel: unreconstructed button handlers backlog" issue; tables in
+ [[decomp-reference]] §2026-07-20; census in `docs/GLASS_COCKPIT.md`.
- **Searchlight-driven fog swap — DEFERRED, and it is an ORIGINAL 1995 LATENT BUG (task #63,
2026-07-13) [T1 decomp].** The arcade swaps fog between `fog=` (lights on) and `nosearchlightfog=`
(off) via `PullFogRenderable` watching the Searchlight's `lightState`. It never fires — in the PORT
@@ -631,6 +642,43 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
numbers no longer point at that code).
## Multiplayer (Phase 7 / P6)
+- **Gitea #12 MP incident (2026-07-19) — root causes found; BOTH FIXES LANDED 2026-07-19
+ (awaiting the human MP death-and-survive verification).** Findings [T1/T2 — see the #12
+ comments + `scratchpad/incident_2157/`]:
+ (1) *Gauge-window freeze* = lobby-built gauge tree dangling over a mission-launch mech
+ RE-STREAM after a pre-launch host drop/rejoin; SEH guard disables each faulted gauge
+ permanently — see [[gauges-hud]] §MP gauge-window FREEZE. ✅ FIX LANDED:
+ `BTL4GaugeRenderer::TearDownForViewpointRestream()` (alarms + Remove(0) + entity grids — the
+ entity-bound half of the engine `ShutdownImplementation`), called from
+ `MakeViewpointEntity` before `ConfigureForModel` on a viewpoint RE-make; the tree rebuilds
+ bound to the new mech. Sentinel: `[gauge] viewpoint re-stream: tearing the gauge tree down`.
+ (2) *Missiles cycle-but-never-launch*: ✅ FIX LANDED — the port's RivetGun-approximation
+ ProjectileWeaponSimulation replaced with the disasm-exact @004bbd04 machine
+ ([[decomp-reference]] §5; projweap.cpp): fault gate reads `simulationState@0x40==1`; the
+ `simulationFlags|=0x1` DelayWatchersFlag poisoning removed everywhere
+ ([[reconstruction-gotchas]] §20 — emitter SetDirty split into ForceUpdate/ExecuteOnUpdate per
+ site); view/target gating + the `bin->FeedAmmo` pull + recoil set moved into the caller's
+ Loaded case with the authentic 4-blip stay-Loaded denial; recoil bleeds ONLY in Loading at
+ electrical-Ready and clamps at 0; slot-17 @004b9c9c called from Loading/7 (the launcher
+ recharge dial now ANIMATES). State 7 kept binary-faithful (re-asserted unconditionally —
+ permanent once entered; recovery only via ResetToInitialState/mission reset). Solo-verified
+ on 4.11.388+: 54-60 `[projectile] PUSH` + impact smoke; denial window (BT_LOOK_TEST
+ look-back) = trig pulses, state STAYS 2, zero launches, resumes on release; disabled-mech
+ gate pins enemy launchers at 7+full recoil; STREAK-6 dial sweeps across screenshots; lasers
+ fire throughout. Open fidelity question REMAINS: is launcher FailureHeat/jam-rate at
+ sustained autofire authentic-intensity? (both SRM6s jam within ~2 min of held autofire via
+ the bring-up CheckForJam heat gate; emitters never trip it — task #11 duty-cycle
+ measurement.)
+ (3) *J/K/L preset hypothesis REFUTED for solo* [T2]: BT_PRESET_TEST cycling on 387 — missiles
+ kept launching after presets (36 PUSH before / 24 after), pip count unchanged, gauges live,
+ [mode] masks touch ONLY ModeMFD bits 0-14 (`reticleElementMask` is a different object).
+ Corroborating: a 2-player LAN session on the same build (no J/K/L) had working missiles +
+ normal pips. UNTESTED: J/K/L during a live RELAY MP session.
+ (4) *"WAY MORE pips" (BLH, symptom 4)* — UNRESOLVED: the incident registered 10 pips
+ (8×3016 @750/500×5/225×2 + 2×3024 @800) which matches NO stock arsenal (solo dumps: bhk1=7,
+ madcat=6, thor=7); the reticle built identically TWICE (lobby + launch re-stream). Needs the
+ incident egg / a live 3-seat repro to identify the mech that owned those 10 weapons
+ (custom operator-egg loadout? viewpoint mis-assignment at build time?).
- **✅ Console-death peer-replication freeze — NOT REPRODUCIBLE + the one real bug FIXED
(2026-07-15) [T2].** The 2026-07-14 report (btconsole.py died mid-match → peer↔peer replication
froze both ways) did NOT reproduce in the current build under EITHER failure mode, tested directly
diff --git a/context/pod-hardware.md b/context/pod-hardware.md
index f417963..b9e16a1 100644
--- a/context/pod-hardware.md
+++ b/context/pod-hardware.md
@@ -42,11 +42,23 @@ preset-able MFD owns the 8-button bank AROUND it, mode-mask-gated per page — *
left) = 0x08-0x0F (AuxLowerLeft), Mfd2 (upper center) = 0x20-0x27 (AuxUpperCenter), Mfd3
(lower right) = 0x00-0x07 (AuxLowerRight)**: Quad page → the outer buttons direct-select the
populated Eng pages; Eng page → one button back to Quad, the rest drive the shown subsystem
-(generator select A-D, gen mode, weapon config/unjam). Always-active: **0x28-0x2F
-(AuxUpperLeft) → per-subsystem msg 0x4 to roster subs 3-9** and secondary-panel 0x1A-0x1D →
-subs 10-13 msg 0x4 (identities unverified — likely the condenser-valve / coolant buttons
-[T4]); 0x10/0x11 = map ZoomIn/Out, 0x15 = CycleDisplayMode, 0x18 = CycleControlMode (#6).
-Full decode: [[gauges-hud]] §preset pages.
+(generator select A-D msg 4-7, gen mode msg 8, weapon configure msg 9; also msg 0x3 =
+ToggleCooling and msg 0xb = ToggleSeekVoltage (energy) / EjectAmmo (ammo weapons) —
+unreconstructed, silently dead). **Always-active records IDENTIFIED 2026-07-20 [T1]** (roster:
+sub 3 = Reservoir, 4-9 = Condenser1-6, 10-13 = GeneratorA-D): **0x2C = the COOLANT FLUSH
+button** (Reservoir InjectCoolant, hold-to-flush — works), **0x2F/0x2E/0x2D/0x2B/0x2A/0x29 =
+the per-condenser VALVE buttons** (MoveValve, Cond1-6 — work), **0x1A-0x1D = Generator A-D
+ON/OFF** (`ToggleGeneratorOnOff` id 4, binary table @0050fb90 fn @004b1ed0 — DEAD until
+reconstructed). Newly decoded from the binary message tables: **0x13 → Mech `DuckRequest`
+(0x1a @0049fa00 — the manual's CROUCH button)**, **0x28 → Mech `BalanceCoolant` (0x16
+@0049f728)**, 0x12 → ThermalSight toggle (id 3), **0x14 → Searchlight + Searchlight2
+`ToggleLamp` (id 3 @004b860c; body reconstructed but the handler-set is default-constructed
+EMPTY — unwired)** — all currently dead; an unhandled message is SILENTLY ignored
+(Receiver::Receive finds no handler and does nothing — dead buttons produce NO log).
+0x10/0x11 = map ZoomIn/Out, 0x15 = CycleDisplayMode, 0x18 = CycleControlMode (#6). Buttons
+with NO streamed mapping authored (authentically inert): 0x16/0x17/0x19/0x1E/0x1F/0x38-0x3E.
+Full decode: [[gauges-hud]] §preset pages; the complete 72-button census + verification:
+`docs/GLASS_COCKPIT.md` §2026-07-20.
### Desktop input remap — CONTROLS.MAP + XInput (2026-07-18) [T2 live]
`game/reconstructed/btinput.cpp` + `content/CONTROLS.MAP` (WASD-classic default, compiled-in twin;
diff --git a/context/reconstruction-gotchas.md b/context/reconstruction-gotchas.md
index bb79724..dc11e27 100644
--- a/context/reconstruction-gotchas.md
+++ b/context/reconstruction-gotchas.md
@@ -405,6 +405,34 @@ The name-keyed samplers (`PowerSourceConnection`/`GeneratorVoltageConnection`, w
---
+## 20. Dirty-bit mis-mapping: `updateModel@0x18` (replication) vs `simulationFlags@0x28` bit 0 (DelayWatchersFlag)
+
+**Symptom class (Gitea #12):** subsystem watchers (the AUDIO watchers — `ExecuteWatchers`,
+SIMULATE.cpp:461) silently stop for a weapon after its FIRST shot; and any "flags == 1" state
+test misfires. **Cause:** the binary's "needs replication" mark is
+**`Simulation::updateModel@0x18 |= 1`** — in the disasm it reads `or word ptr [this+0x18], 1`
+(i.e. "this+6" in dword-speak) and is EXACTLY what the engine `ForceUpdate()` does. Several
+port reconstructions transcribed it onto **`simulationFlags@0x28 |= 0x1`** (`Emitter::SetDirty`
+emitter.cpp:215, the MissileLauncher salvo mark mislanch.cpp:337) — but simulationFlags bit 0
+is the engine **DelayWatchersFlag** [T0 SIMULATE.h:165]: once set (nothing clears it),
+`PerformAndWatch` skips `ExecuteWatchers()` for that subsystem FOREVER. Bit 1 is
+DontExecuteFlag; bits 2-3 the replicant-copy mask; bit 8 the master flag. A related misread:
+the @004bbd04 fault gate tests **`simulationState@0x40 == 1`** (subsystem DESTROYED), which the
+port transcribed as `simulationFlags == 1` — with the spurious `|=1` above, that arms a
+permanent alarm-7 kill-switch for any launcher whose other flag bits are 0. **Rule:** a binary
+`[this+0x18] |= 1` = `ForceUpdate()`; `[this+0x28]` = simulationFlags (engine-defined bits —
+never invent meanings); `[this+0x40]` = MechSubsystem::simulationState (1 = destroyed). [T1]
+**FIXED 2026-07-19 (Gitea #12, all sites disasm-verified):** `Emitter::SetDirty` retired — it
+conflated `or word [this+0x18],1` (= ForceUpdate; FireWeapon tail @4bafaa, Reset tail @4ba55d)
+with `or dword [this+0x28],2` (= ExecuteOnUpdate; ServiceDischarge @4ba99a/@4ba943) — each call
+site now uses the correct engine call; the emitter fault gate `GetFlags()==1` → `simulationState
+== 1` (@4baab9); `mislanch.cpp` salvo mark and `projweap.cpp` AC mark / ResetToInitialState
+(@4bbb47) likewise. ⚠ One un-audited sibling remains: `btplayer.cpp:426` `simulationFlags|=0x1`
+("request a forced update" — likely the same mis-transcription; verify against the
+VehicleDead handler's disasm before changing). [T2]
+
+---
+
## Diagnostic recipe (the standard loop)
1. Read the RAW decomp `reference/decomp/all/part_*.c` for the `FUN_xxxx`.
2. Map `FUN_`/`DAT_`/`this+0xNN` to engine symbols via BT headers + WinTesla MUNGA source +
diff --git a/docs/GAUGE_COMPOSITE.md b/docs/GAUGE_COMPOSITE.md
index fc7864d..4c6e595 100644
--- a/docs/GAUGE_COMPOSITE.md
+++ b/docs/GAUGE_COMPOSITE.md
@@ -674,7 +674,7 @@ reconfigure/externalConfigure); parse-skip list EMPTY ([gskip]=0), all 50 attr b
| 10 | Comm: SELECT-TARGET highlight | BTPilotIsSelected accessors (ex raw-offset AV) | commit 34aaa7d root-cause note | T2 | CORRECT |
| 11 | Plasma: rankAndScore | engine primitive → external serial annunciator | not a D3D surface (L4PLASMA=com2) | T0 | CORRECT (n/a on dev composite) |
| 12 | Quad mini-panels: temp bars / cooling-loop / power-bus lamps / evolt bar / cmode lamp | SubsystemCluster children (@004c8140 map) reading InputVoltage/HeatSink/temps | VEHICLE_SUBSYSTEMS.md phase 2; LIVE: panels render per-subsystem, [vss] roster matches authored aux screens 1-10 | T2 | CORRECT |
-| 13 | Quad: recharge dial (SegmentArc270) | PercentDone → rechargeLevel@0x320 | writer census: Emitter::ComputeOutputVoltage @004ba738 only — projectile dial full-once | T1/T2 | CORRECT (emitters) + AUTH-STATIC (projectile) |
+| 13 | Quad: recharge dial (SegmentArc270) | PercentDone → rechargeLevel@0x320 | ~~writer census: Emitter::ComputeOutputVoltage @004ba738 only — projectile dial full-once~~ **CORRECTED (Gitea #12, 2026-07-19): the census missed vtbl slot 17 @004b9c9c** — `rechargeLevel=(rechargeRate−recoil)/rechargeRate`, called per frame by the recovered @004bbd04 Loading/state-7 cases: the projectile dial authentically ANIMATES through reload (port fix pending — the port sim never calls slot 17) | T1 | CORRECT (emitters) + **WRONG-STATIC (projectile; fix pending)** |
| 14 | Quad: ammo count (ammoCountA) | AmmoBin::ammoCount via BTAmmoBinCountPtr bridge | AFC100 fix 2026-07-12; LIVE: 24 fresh (audit4) vs 19 after missile autofire (audit3) — counter moves | T2 | CORRECT |
| 15 | Quad: ConfigMap regroup lamps | LBE4ControlsManager buttonGroup map state | task #6: NO SetColor caller in the binary → color=0, Execute early-outs | T1 | AUTH-STATIC (dormant; BT_CONFIGMAP dev enable) |
| 16 | Eng pages: prepEngr SYSTEM NN + subsystem label + class cells | roster walk, sub+0x1dc auxScreen == screen (BTGetSubsystemAuxScreen) | FUN_004c7e48 matched line-by-line; [vss] dump: scr1/2/4=PPC/Strk6/ERMed, 5-8=Sens/Myo/ERMed/ERMed, 9/10=Strk6/PPC — page headers+labels CORRECT | T1/T2 | CORRECT |
diff --git a/docs/GLASS_COCKPIT.md b/docs/GLASS_COCKPIT.md
index d583949..bf3817d 100644
--- a/docs/GLASS_COCKPIT.md
+++ b/docs/GLASS_COCKPIT.md
@@ -162,6 +162,87 @@ map `169.254.77.1=` → egg roster carries the token → mission proc
mission RUNS (46 ticks). 3-config build matrix green throughout. **Remaining (user hardware):**
the live 2-account cross-machine session — procedure in `docs/STEAM_TEST.md`.
+## 2026-07-20 — Glass input-coverage audit + keyboard reconciliation
+
+**Trigger:** making BT_GLASS the permanent player experience — familiar desktop keys dead, "most
+panel buttons do nothing". Full audit of every input surface (bindings.txt keys, the 72-button
+panel, the streamed .CTL EventMapping records, the typed 1995 channel), then the fix set.
+
+### Finding 1 — THE panel-dead-buttons root cause: MechRIOMapper message ids shifted [T1→T2 fixed]
+`MechRIOMapper`'s enum chained `Aux1QuadMessageID = L4MechControlsMapper::NextMessageID` (=0x19),
+registering all 18 RIO handlers at ids 0x19-0x2a. The binary RIO table @0051dd30 RE-REGISTERS the
+base aux/zoom ids **3..0x13** with the override handlers (Hotbox = 0x1a @0051de98) — that
+re-registration over the base FAIL-trap ids is the whole point of the derived table. Streamed
+`.CTL` events carry the binary ids, so every MFD-bank/zoom press found only the base
+`ConfigureMappableMessageHandler` → `[FAIL]` (26 of 72 panel buttons dead; on a real pod with the
+hard trap, an abort()). Hotbox worked by accident (sender + entry both used the same wrong 0x2a).
+Fixed: ids pinned to the binary numbering + static_assert locks (`btl4mppr.hpp`). Verified live:
+panel 0x0F/0x08/0x27/0x20 → `[mode] preset` lines, 0x10/0x11 zoom no longer FAIL. (Residual
+fidelity gap: the binary RIO table also carries its OWN Keypress id 0x19 → @004d2514,
+unreconstructed; we still register the shared L4 Keypress 0x17 — works, logged in the backlog.)
+
+### Finding 2 — the always-active msg-4 records IDENTIFIED [T1] (closes the #9 open question)
+Binary message tables decoded from section_dump (16-byte {id,name,fn,0} entries): per-receiver-
+class id spaces. Roster (ARENA1 MadCat): subs 3=Reservoir, 4-9=Condenser1-6, 10-13=GeneratorA-D.
+So: **0x2C = the COOLANT FLUSH button** (Reservoir InjectCoolant, WORKS), **0x2F/0x2E/0x2D/0x2B/
+0x2A/0x29 = per-condenser VALVE buttons** (MoveValve, WORK), **0x1A-0x1D = Generator A-D ON/OFF**
+(`ToggleGeneratorOnOff` id 4, table @0050fb90 fn @004b1ed0 — DEAD, unreconstructed). Also new:
+0x13 → Mech **DuckRequest** (0x1a @0049fa00 — the manual's CROUCH button!), 0x28 → Mech
+**BalanceCoolant** (0x16 @0049f728), 0x12 → ThermalSight toggle (id 3), 0x14 → Searchlight +
+Searchlight2 **ToggleLamp** (id 3 @004b860c — body reconstructed but `Searchlight::
+MessageHandlers` is default-constructed EMPTY, so it never fires: the quick win). Weapon
+Eng-page extras: msg 0x3 = **ToggleCooling** (HeatableSubsystem @0050e41c fn @004ad6f8, unwired),
+msg 0xb = **ToggleSeekVoltage** (energy @004ba478) / **EjectAmmo** (ammo weapons @004bb9b8),
+Myomers msg 9 = ToggleSeekVoltage (@004b8a48; body exists, unwired). Unhandled messages are
+SILENT (Receiver::Receive ignores an unfound id) — the dead-button census cannot come from
+[FAIL] logs alone; it comes from the BT_CTRLMAP_LOG record dump × the handler tables.
+
+### Finding 3 — glass keyboard: stand-down + double dispatch [T2]
+ALL btinput actions (drive keys, M/N/J/K/L/H/C/V/B/G/F5-F9) stand down when PadRIO owns the path
+— nothing on the game side polls keys directly (BTInputPoll is the only GetAsyncKeyState
+consumer). Meanwhile the typed 1995 channel stays LIVE (glass preset = `PAD,KEYBOARD`) with NO
+suppression — so Cyd's old bindings double-dispatched: W (keypad row) also typed 'w' = pilot
+select 0; C (fire middle) also typed 'c' = MFD3 Eng3; NUMPAD key-UPS alias to letter hotkeys
+(VK_NUMPAD2=0x62='b' = MFD3 Quad, VK_F5=0x74='t' = pilot select 3). This is the historic
+pre-btinput double-dispatch, back on the glass side.
+
+### The fix set (landed)
+1. `btl4mppr.hpp` — RIO id pinning (ungated, pod-correctness; the step-2a idiom).
+2. `L4PADRIO.*` — typed-channel suppression tables built from the loaded bindings (+hardcoded
+ keys), `PadRIO::SuppressKey` consumed by a `#ifdef BT_GLASS` arm next to the btinput hook in
+ `L4CTRL.cpp:1506` block; V joins backtick on the view-toggle edge; J/K/L fire
+ `gBTPresetCycle[3]` (the same seam the dev poll feeds — no binary analog exists for a "cycle"
+ button; the body is the authentic SetPresetMode).
+3. `L4PADBINDINGS.cpp` + `content\bindings.txt` — the MERGED default map (user decision:
+ keyboard = the ~20 core gameplay actions on the CONTROLS.MAP keys; the PANEL covers all 72
+ pod buttons by click/latch). W/S throttle, A/D pedals, Q/E twist, R/F elevation, X all-stop,
+ 1-4/Space/Ctrl fire + LALT reverse + B look-behind, M=0x18, N=0x15, H=0x2C (flush hold),
+ C=0x2F (Condenser1 valve), G=0x0E (weapon-1 configure, Mfd1-Quad-gated), F5-F9=Mfd2 bank
+ 0x27-0x24+0x22 (page-gated gen A-D/mode), numpad flight cluster kept. DISPLACED from Cyd's
+ map (each reachable on the panel or by editing bindings.txt): number row→secondary panel,
+ QWERTY row→pilot keypad (dropped), arrows→hat looks (arrows now drive), V/C/B→fire
+ 0x47/0x46/0x45, LCTRL→throttle-down. XInput pad section untouched.
+ NOTE (control modes, authentic): in BAS mode the pod turns with the STICK (Q/E here) and the
+ pedals are inactive; A/D turn in MID/ADV — exactly the manual's behavior, unlike the desktop
+ bridge which re-routes A/D per mode.
+4. Un-touched: CONTROLS.MAP, btinput defaults, pod serial path. `bindings.txt` is read only by
+ `PadBindingProfile` inside the gated PadRIO TU — the pod build never opens it.
+
+### Verification (2026-07-20, build-glass2, ARENA1 solo, all logs in-session)
+- Panel: 0x0F→preset(0,1), 0x08→(0,0), 0x27→(1,1), 0x20→(1,0), zoom no-FAIL; 0x15 display
+ 1→2→0; 0x2C hold → `[flush] Reservoir level 6→0`; dead-class buttons (0x13/0x1A/0x12/0x14)
+ silent as predicted. ZERO [FAIL] lines in the whole session (was 2 per bank press).
+- Keyboard: W hold → thr 0→1, speedDemand 61.501, gait advances; Q → turnDemand 0.94 (BAS);
+ M → `control mode -> 1`; A hold → turnDemand 1.0 (MID); Space → `[emitter] FIRED`; N →
+ `display notify 1`; J/K/L → presets (0,1)/(1,1)/(2,1); H → reservoir drain; C → condenser#1
+ valveState 1→5. BT_SHOT frame confirms visually: MID lit on the control-mode column, CRITICAL
+ DAMAGE schematic up, MFDs on Eng pages, heading moved. V not re-injected (user took
+ foreground mid-run) — code-identical to the verified backtick edge [T3].
+- Suppression: typed 'w' swallowed (no [keych]), typed 't' flows ([keych] 0x74), WM_KEYUP
+ VK_F5 swallowed (the 't'-alias hazard).
+- Un-regression: build-pod (gates OFF) compiles 0 errors; forced-walk run drives
+ (speedDemand=61.501, 32 subsystems, streamed ids 3→+0xdc / 4→+0xe4 unchanged).
+
## 2026-07-18 — Merge origin/master (commit f889e24): btinput meets PadRIO
Master's 33-commit run landed (D1 relay/operator-console line, CONTROLS.MAP+XInput binding
diff --git a/engine/MUNGA_L4/L4CTRL.cpp b/engine/MUNGA_L4/L4CTRL.cpp
index f0df062..2fe8c78 100644
--- a/engine/MUNGA_L4/L4CTRL.cpp
+++ b/engine/MUNGA_L4/L4CTRL.cpp
@@ -1605,6 +1605,15 @@ void
{
// swallowed: remapped by CONTROLS.MAP
}
+#ifdef BT_GLASS
+ else if (PadRIO::SuppressKey((unsigned int)keyValue,
+ msg.message == WM_CHAR))
+ {
+ // swallowed: claimed by a bindings.txt row (PadRIO) --
+ // the glass-side analog of the CONTROLS.MAP suppression
+ // above (btinput stands down when PadRIO owns the path)
+ }
+#endif
else
{
keyboardGroup[KeyboardPC].ForceUpdate(&keyValue, mode_mask);
diff --git a/engine/MUNGA_L4/L4PADBINDINGS.cpp b/engine/MUNGA_L4/L4PADBINDINGS.cpp
index 9e32b46..a1d910f 100644
--- a/engine/MUNGA_L4/L4PADBINDINGS.cpp
+++ b/engine/MUNGA_L4/L4PADBINDINGS.cpp
@@ -139,6 +139,21 @@ static int
// right/left), 0x45-0x47 pinky/thumb-low/thumb-high, 0x10-0x15 + 0x18-0x1D
// the 12 secondary-panel buttons, 0x00-0x0F the lower aux banks, 0x20-0x37
// the upper aux banks. Keypad unit 0 = the pilot's MFD keypad.
+//
+// KEYBOARD RECONCILIATION (2026-07-20, input-coverage audit): the keyboard
+// carries the ~20 core gameplay actions on the SAME keys the desktop
+// CONTROLS.MAP uses (W/S/A/D drive, Q/E twist, R/F elevation, X all-stop,
+// 1-4/Space/Ctrl fire, M/N mode/display cycle, H flush, C valve, B look
+// behind, G configure, V view); FULL pod-address coverage lives on the
+// on-screen panel (every one of the 72 buttons is one click away,
+// right-click = hold latch). Keys DISPLACED from the previous default
+// (each still reachable by editing bindings.txt or on the panel):
+// - number row 1-0/-/= -> secondary-panel 0x10-0x1D (1-4 now fire)
+// - QWERTY row Q..P -> pilot MFD keypad unit 0 (dropped)
+// - arrow keys -> hat looks 0x41-0x44 (arrows now drive)
+// - V/C/B -> fire 0x47/0x46/0x45 (now view/valve/behind)
+// - LCTRL -> throttle slew down (now fire 0x47)
+// The XInput pad section is unchanged.
//###########################################################################
static const char *defaultProfileText =
@@ -153,8 +168,33 @@ static const char *defaultProfileText =
"# padaxis axis [invert] [slew ]\n"
"# Channels: Throttle JoystickX JoystickY LeftPedal RightPedal\n"
"# Pad buttons: A B X Y LB RB BACK START LS RS DPAD_* Axes: LX LY RX RY LT RT\n"
+"#\n"
+"# LAYOUT: the keyboard hosts the core gameplay actions on the desktop\n"
+"# CONTROLS.MAP keys; the on-screen cockpit panel covers EVERY pod button\n"
+"# by click (right-click = press-and-hold latch). A key bound here is\n"
+"# REMOVED from the authentic 1995 typed-hotkey channel (no double\n"
+"# dispatch); unbound keys keep their 1995 meaning -- 5 = MFD1 Quad page,\n"
+"# z = MFD3 Eng1 page, t/y/u/i/o = pilot select 3-7, + / - = target zoom.\n"
+"# Hardcoded (not rebindable here): ` or V = view toggle, J/K/L = cycle\n"
+"# the Mfd1/Mfd2/Mfd3 preset page.\n"
"\n"
-"# --- flight: numpad spring stick, pedals, throttle lever ---\n"
+"# --- drive: W/S sweep the throttle lever (sticks; X = all-stop detent),\n"
+"# --- A/D spring the turn pedals, Q/E twist the torso, R/F aim it up/down\n"
+"key W axis Throttle slew + 0.7\n"
+"key S axis Throttle slew - 0.7\n"
+"key UP axis Throttle slew + 0.7\n"
+"key DOWN axis Throttle slew - 0.7\n"
+"key A axis LeftPedal deflect + 2.5\n"
+"key D axis RightPedal deflect + 2.5\n"
+"key LEFT axis LeftPedal deflect + 2.5\n"
+"key RIGHT axis RightPedal deflect + 2.5\n"
+"key Q axis JoystickX deflect - 2.5\n"
+"key E axis JoystickX deflect + 2.5\n"
+"key R axis JoystickY deflect + 2.5\n"
+"key F axis JoystickY deflect - 2.5\n"
+"key X axis Throttle set 0\n"
+"\n"
+"# --- numpad flight cluster (alternative stick/pedals/lever) ---\n"
"key NUMPAD8 axis JoystickY deflect + 2.5\n"
"key NUMPAD2 axis JoystickY deflect - 2.5\n"
"key NUMPAD4 axis JoystickX deflect - 2.5\n"
@@ -162,51 +202,33 @@ static const char *defaultProfileText =
"key NUMPAD7 axis LeftPedal deflect + 2.5\n"
"key NUMPAD9 axis RightPedal deflect + 2.5\n"
"key LSHIFT axis Throttle slew + 0.7\n"
-"key LCTRL axis Throttle slew - 0.7\n"
"key NUMPAD5 axis Throttle set 0\n"
"\n"
-"# --- weapons / hat / handle buttons ---\n"
+"# --- fire groups (the joystick's four mappable buttons) + reverse + look\n"
+"key 1 button 0x40\n"
"key SPACE button 0x40\n"
+"key 2 button 0x46\n"
+"key 3 button 0x47\n"
+"key LCTRL button 0x47\n"
+"key RCTRL button 0x47\n"
+"key 4 button 0x45\n"
"key LALT button 0x3F\n"
-"key V button 0x47\n"
-"key C button 0x46\n"
-"key B button 0x45\n"
-"key UP button 0x42\n"
-"key DOWN button 0x41\n"
-"key LEFT button 0x44\n"
-"key RIGHT button 0x43\n"
+"key B button 0x41\n"
"\n"
-"# --- secondary panel (12) on the number row ---\n"
-"key 1 button 0x10\n"
-"key 2 button 0x11\n"
-"key 3 button 0x12\n"
-"key 4 button 0x13\n"
-"key 5 button 0x14\n"
-"key 6 button 0x15\n"
-"key 7 button 0x18\n"
-"key 8 button 0x19\n"
-"key 9 button 0x1A\n"
-"key 0 button 0x1B\n"
-"key MINUS button 0x1C\n"
-"key EQUALS button 0x1D\n"
+"# --- systems (pod console buttons) ---\n"
+"key M button 0x18 # cycle control mode (BAS/MID/ADV)\n"
+"key N button 0x15 # cycle secondary schematic (Damage/Critical/Heat)\n"
+"key H button 0x2C # HOLD = coolant flush (Reservoir InjectCoolant)\n"
+"key C button 0x2F # cycle Condenser1 coolant valve (MoveValve)\n"
+"key G button 0x0E # HOLD + fire key = regroup weapon 1 (Mfd1 Quad page)\n"
"\n"
-"# --- aux banks on F5-F8 (upper center 1-4) ---\n"
+"# --- Mfd2 bank on F5-F8 + F9 (page-gated: Quad page = select the Eng\n"
+"# --- pages, Eng page = generator A-D select / F9 gen-mode toggle) ---\n"
"key F5 button 0x27\n"
"key F6 button 0x26\n"
"key F7 button 0x25\n"
"key F8 button 0x24\n"
-"\n"
-"# --- pilot MFD keypad on QWERTY row (unit 0, keys 0-9) ---\n"
-"key Q keypad 0 1\n"
-"key W keypad 0 2\n"
-"key E keypad 0 3\n"
-"key R keypad 0 4\n"
-"key T keypad 0 5\n"
-"key Y keypad 0 6\n"
-"key U keypad 0 7\n"
-"key I keypad 0 8\n"
-"key O keypad 0 9\n"
-"key P keypad 0 0\n"
+"key F9 button 0x22\n"
"\n"
"# --- XInput pad ---\n"
"padaxis LX axis JoystickX\n"
diff --git a/engine/MUNGA_L4/L4PADPANEL.cpp b/engine/MUNGA_L4/L4PADPANEL.cpp
index 6bc021d..36d49f2 100644
--- a/engine/MUNGA_L4/L4PADPANEL.cpp
+++ b/engine/MUNGA_L4/L4PADPANEL.cpp
@@ -37,7 +37,9 @@ enum
PanelMargin = 6,
FirstRow = 1, // the shared layout leaves grid row 0 empty
RepaintTimerId = 1,
- RepaintMilliseconds = 100
+ RepaintMilliseconds = 62 // issue #13: ~half the fastest lamp-flash half-period
+ // (125ms) -- the old 100ms SAMPLED the 125/250/500ms
+ // flash rhythms into an irregular "broken lamp" beat
};
enum GroupKind { KindMfd, KindColumn, KindKeypad };
@@ -243,11 +245,21 @@ static void
PaintPanel(HWND window)
{
PAINTSTRUCT paint;
- HDC dc = BeginPaint(window, &paint);
+ HDC winDC = BeginPaint(window, &paint);
unsigned long tick = GetTickCount();
RECT client;
GetClientRect(window, &client);
+
+ // Issue #13 (flicker): the 100ms repaint timer redrew the panel
+ // control-by-control straight onto the window DC -- visible progressive
+ // flicker at 10 Hz. Compose the whole frame into a memory bitmap and
+ // blit it once (plus WM_ERASEBKGND suppressed in the wndproc). The
+ // drawing body below is untouched: `dc` is now the memory DC.
+ HDC dc = CreateCompatibleDC(winDC);
+ HBITMAP backing = CreateCompatibleBitmap(winDC,
+ client.right - client.left, client.bottom - client.top);
+ HBITMAP oldBacking = (HBITMAP)SelectObject(dc, backing);
HBRUSH background = CreateSolidBrush(RGB(28, 28, 28));
FillRect(dc, &client, background);
DeleteObject(background);
@@ -381,6 +393,13 @@ static void
}
}
+ // single blit of the composed frame (issue #13)
+ BitBlt(winDC, 0, 0, client.right - client.left, client.bottom - client.top,
+ dc, 0, 0, SRCCOPY);
+ SelectObject(dc, oldBacking);
+ DeleteObject(backing);
+ DeleteDC(dc);
+
EndPaint(window, &paint);
}
@@ -395,6 +414,9 @@ static LRESULT CALLBACK
PaintPanel(window);
return 0;
+ case WM_ERASEBKGND:
+ return 1; // issue #13: PaintPanel fills the frame itself (double-buffered)
+
case WM_TIMER:
if (wparam == RepaintTimerId)
{
@@ -531,8 +553,13 @@ void
panel_x = 0;
}
+ // Issue #13: WS_EX_LAYERED -- a layered window is composited by DWM
+ // independently of the game's D3D swap chain, ending the D3D-vs-GDI
+ // presentation contention that strobed the panel on the game's monitor
+ // (single-monitor setups had no escape). Fully opaque; behavior is
+ // otherwise identical.
panelWindow = CreateWindowExW(
- WS_EX_TOPMOST,
+ WS_EX_TOPMOST | WS_EX_LAYERED,
L"BTPadPanelWnd", L"BattleTech - Cockpit Buttons",
style,
panel_x, 12,
@@ -543,6 +570,7 @@ void
DEBUG_STREAM << "[padpanel] CreateWindow failed\n" << std::flush;
return;
}
+ SetLayeredWindowAttributes(panelWindow, 0, 255, LWA_ALPHA); // opaque layer
SetTimer(panelWindow, RepaintTimerId, RepaintMilliseconds, NULL);
ShowWindow(panelWindow, SW_SHOWNOACTIVATE);
DEBUG_STREAM << "[padpanel] cockpit button panel up ("
diff --git a/engine/MUNGA_L4/L4PADRIO.cpp b/engine/MUNGA_L4/L4PADRIO.cpp
index 2ff4d56..0f82e4a 100644
--- a/engine/MUNGA_L4/L4PADRIO.cpp
+++ b/engine/MUNGA_L4/L4PADRIO.cpp
@@ -21,11 +21,23 @@
PadRIO *PadRIO::activeInstance = NULL;
//
-// Pending backtick view-toggle edges (set in Poll, consumed by the game's
+// Pending backtick/V view-toggle edges (set in Poll, consumed by the game's
// view-toggle block through BTPadViewToggleEdge).
//
int gBTPadViewToggleEdges = 0;
+//
+// The desktop per-MFD preset-page cycle edges (J/K/L -> Mfd1/2/3), consumed
+// by L4MechControlsMapper::InterpretControls (btl4mppr.cpp step 3b -- the
+// same seam the dev-build mech4 poll feeds). Defined in mech4.cpp (always
+// compiled), so the glass TU externs it -- keyboard reconciliation
+// 2026-07-20: J/K/L are the CONTROLS.MAP muscle-memory keys and there is no
+// single pod button that "cycles" an MFD (the pod's bank buttons are
+// mode-mask-gated direct selects), so the cycle stays a port-side sender
+// with the authentic SetPresetMode body.
+//
+extern int gBTPresetCycle[3];
+
int
BTPadViewToggleEdge(void)
{
@@ -118,6 +130,7 @@ PadRIO::PadRIO():
memset(lampState, 0, sizeof(lampState));
bindings.Load();
+ BuildKeySuppression();
//
// Per-channel spring return rate = the fastest deflect rate bound to
@@ -173,6 +186,118 @@ PadRIO::~PadRIO()
}
}
+//###########################################################################
+// Typed-channel suppression (the btinput sSuppressChar/sSuppressKeyUp
+// pattern -- btinput.cpp AddSuppression -- rebuilt here because btinput
+// stands down whenever a cockpit device owns the input path). A bound key
+// must NOT also reach the 1995 in-cockpit keyboard dispatcher: 'w' selects
+// pilot 0, 'a'/'s'/'d'/'f'/'g' flip MFD2 preset pages, letter/numpad
+// KEY-UP VK values alias onto lowercase hotkeys (VK_F5==0x74=='t' = pilot
+// select 3, VK_NUMPAD2==0x62=='b' = MFD3 Quad, ...). Unbound keys keep
+// their authentic 1995 typed meaning.
+//###########################################################################
+
+void
+ PadRIO::AddKeySuppression(int virtual_key)
+{
+ //
+ // WM_KEYUP delivers the raw VK; every consumer downstream compares
+ // typed CHARACTERS, so the VK value itself is the alias to swallow.
+ //
+ if (virtual_key >= 0 && virtual_key < 256)
+ {
+ suppressKeyUp[virtual_key] = 1;
+ }
+ //
+ // WM_CHAR delivers typed characters: both cases of a letter, the digit
+ // itself (main row AND numpad -- VK_NUMPAD0..9 type '0'..'9'), space,
+ // and the base punctuation of the Oem keys.
+ //
+ if (virtual_key >= 'A' && virtual_key <= 'Z')
+ {
+ suppressChar[virtual_key + ('a' - 'A')] = 1;
+ suppressChar[virtual_key] = 1;
+ }
+ else if (virtual_key >= '0' && virtual_key <= '9')
+ {
+ suppressChar[virtual_key] = 1;
+ }
+ else if (virtual_key >= VK_NUMPAD0 && virtual_key <= VK_NUMPAD9)
+ {
+ suppressChar['0' + (virtual_key - VK_NUMPAD0)] = 1;
+ }
+ else if (virtual_key == VK_SPACE)
+ {
+ suppressChar[' '] = 1;
+ suppressKeyUp[VK_SPACE] = 1;
+ }
+ else
+ {
+ static const struct { int vk; char ch; } oem[] =
+ {
+ { VK_OEM_MINUS, '-' }, { VK_OEM_PLUS, '=' },
+ { VK_OEM_COMMA, ',' }, { VK_OEM_PERIOD, '.' },
+ { VK_OEM_2, '/' }, { VK_OEM_3, '`' },
+ { VK_OEM_4, '[' }, { VK_OEM_5, '\\' },
+ { VK_OEM_6, ']' }, { VK_OEM_1, ';' },
+ { VK_OEM_7, '\'' }, { VK_RETURN, '\r' },
+ { VK_TAB, '\t' }, { VK_BACK, '\b' },
+ };
+ for (int i = 0; i < (int)(sizeof(oem) / sizeof(oem[0])); ++i)
+ {
+ if (oem[i].vk == virtual_key)
+ {
+ suppressChar[(unsigned char)oem[i].ch] = 1;
+ }
+ }
+ }
+ //
+ // The generic modifier VK is what WM_KEYUP reports for L/R variants.
+ //
+ if (virtual_key == VK_LSHIFT || virtual_key == VK_RSHIFT)
+ {
+ suppressKeyUp[VK_SHIFT] = 1;
+ }
+ if (virtual_key == VK_LCONTROL || virtual_key == VK_RCONTROL)
+ {
+ suppressKeyUp[VK_CONTROL] = 1;
+ }
+}
+
+void
+ PadRIO::BuildKeySuppression()
+{
+ memset(suppressChar, 0, sizeof(suppressChar));
+ memset(suppressKeyUp, 0, sizeof(suppressKeyUp));
+
+ for (int k = 0; k < bindings.keyBindingCount; ++k)
+ {
+ AddKeySuppression(bindings.keyBindings[k].virtualKey);
+ }
+
+ //
+ // The hardcoded keys (Poll): backtick + V = view toggle, J/K/L = the
+ // per-MFD preset-page cycle.
+ //
+ AddKeySuppression(VK_OEM_3);
+ AddKeySuppression('V');
+ AddKeySuppression('J');
+ AddKeySuppression('K');
+ AddKeySuppression('L');
+}
+
+int
+ PadRIO::SuppressKey(unsigned int key_value, int is_char)
+{
+ if (activeInstance == NULL || key_value > 255)
+ {
+ return 0; // no glass device / ALT_BIT-tagged value
+ }
+ return is_char
+ ? activeInstance->suppressChar[key_value]
+ : activeInstance->suppressKeyUp[key_value];
+}
+
//###########################################################################
// Event queue
//###########################################################################
@@ -278,13 +403,16 @@ void
//
// The backtick view toggle (per Cyd: ` = 1st/3rd person in the glass
- // cockpit). Edge-detected here (async poll, message-path-free) and
- // consumed by the game's view-toggle block via BTPadViewToggleEdge.
+ // cockpit) + V (the CONTROLS.MAP ViewToggle key -- keyboard
+ // reconciliation 2026-07-20). Edge-detected here (async poll,
+ // message-path-free) and consumed by the game's view-toggle block via
+ // BTPadViewToggleEdge.
//
{
static int s_backtickWas = 0;
int backtick_held = focused &&
- (GetAsyncKeyState(VK_OEM_3) & 0x8000) != 0;
+ (((GetAsyncKeyState(VK_OEM_3) & 0x8000) != 0) ||
+ ((GetAsyncKeyState('V') & 0x8000) != 0));
if (backtick_held && !s_backtickWas)
{
extern int gBTPadViewToggleEdges;
@@ -293,6 +421,26 @@ void
s_backtickWas = backtick_held;
}
+ //
+ // J/K/L: cycle the Mfd1/Mfd2/Mfd3 preset page (the CONTROLS.MAP keys;
+ // the L4 mapper consumes gBTPresetCycle and runs the authentic
+ // SetPresetMode body -- btl4mppr.cpp CyclePresetModeNow).
+ //
+ {
+ static int s_presetWas[3] = { 0, 0, 0 };
+ static const int s_presetKey[3] = { 'J', 'K', 'L' };
+ for (int g = 0; g < 3; ++g)
+ {
+ int held = focused &&
+ (GetAsyncKeyState(s_presetKey[g]) & 0x8000) != 0;
+ if (held && !s_presetWas[g])
+ {
+ gBTPresetCycle[g] = 1;
+ }
+ s_presetWas[g] = held;
+ }
+ }
+
float slewDelta[PadBindingProfile::ChannelCount];
int deflectHeld[PadBindingProfile::ChannelCount];
memset(slewDelta, 0, sizeof(slewDelta));
diff --git a/engine/MUNGA_L4/L4PADRIO.h b/engine/MUNGA_L4/L4PADRIO.h
index 1fc1db6..04dde3b 100644
--- a/engine/MUNGA_L4/L4PADRIO.h
+++ b/engine/MUNGA_L4/L4PADRIO.h
@@ -58,6 +58,20 @@ public:
static int
GetLampState(int unit);
+ //
+ // Legacy typed-channel suppression (the btinput BTInputSuppressKey
+ // pattern, glass-side). A key CLAIMED by a bindings.txt row (or by the
+ // hardcoded `/V view-toggle and J/K/L preset-cycle keys) is swallowed
+ // from the engine's WM_CHAR/WM_KEYUP key-command feed (L4CTRL.cpp:1506
+ // block) -- otherwise every bound letter double-dispatches into the 1995
+ // in-cockpit dispatcher ('w' = pilot select 0, 'a'/'s'/'d'/'f' = MFD2
+ // preset pages, NUMPAD key-up VKs alias to 'b'/'d'/'e' hotkeys, ...).
+ // Unbound keys keep their authentic 1995 typed meaning. Returns 0 when
+ // no PadRIO is active (the feed flows untouched on dev/pod builds).
+ //
+ static int
+ SuppressKey(unsigned int key_value, int is_char);
+
enum { LampCount = 128 };
protected:
@@ -105,6 +119,19 @@ protected:
int
lampState[LampCount];
+ //
+ // Typed-channel suppression tables (built from the loaded bindings +
+ // the hardcoded view/preset keys; see SuppressKey).
+ //
+ unsigned char
+ suppressChar[256]; // WM_CHAR values
+ unsigned char
+ suppressKeyUp[256]; // WM_KEYUP values (VK aliases)
+ void
+ AddKeySuppression(int virtual_key);
+ void
+ BuildKeySuppression();
+
static PadRIO
*activeInstance;
};
diff --git a/game/reconstructed/ammobin.hpp b/game/reconstructed/ammobin.hpp
index e37c3d7..e295d24 100644
--- a/game/reconstructed/ammobin.hpp
+++ b/game/reconstructed/ammobin.hpp
@@ -160,6 +160,15 @@
void
DumpAmmo();
+ // The feed alarm's current level (this+0x1A8) -- the linked weapon's
+ // ProjectileWeaponSimulation @004bbd04 reads it raw off the resolved bin:
+ // gate 2 @4bbd80 (level 2/3 or bin destroyed -> weapon alarm 7), the
+ // Loading recoil-clamp Loaded test @4bbe25 (level 1 -> weapon Loaded), and
+ // the post-fire Empty test @4bbf11 (level 2 -> weapon alarm 7). Named
+ // accessor per the databinding rule (never a raw offset on our layout).
+ int
+ GetAmmoState() const { return ammoAlarm.GetLevel(); }
+
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Subsystem virtual overrides (vtable @0051286c)
//
diff --git a/game/reconstructed/btl4app.cpp b/game/reconstructed/btl4app.cpp
index 5254d9b..3f23292 100644
--- a/game/reconstructed/btl4app.cpp
+++ b/game/reconstructed/btl4app.cpp
@@ -697,6 +697,31 @@ BTL4Application::SharedData
<< (int)(gauge_renderer != NULL) << " -> ConfigureForModel(Init)\n" << std::flush;
if (gauge_renderer != NULL)
{
+ //
+ // GAUGE-TREE SURVIVAL ACROSS THE IN-SESSION RE-STREAM (Gitea #12 fix):
+ // when the mechs are RE-CREATED pre-launch (host drop/rejoin re-stream),
+ // this handler runs AGAIN for the new viewpoint mech -- but the
+ // lobby-built gauge tree still holds attribute pointers into the FREED
+ // first-stream mech; every widget then faults and the BT_DEV_GAUGES SEH
+ // guard disables it permanently (GAUGE.cpp:618) = the frozen dev-gauges
+ // window. The engine's own transition path is the Shutdown teardown
+ // (Application::Shutdown -> gaugeRenderer->Shutdown() -> Remove(0),
+ // APP.cpp:787 / GAUGREND.cpp:3264) followed by a lazy rebuild; the
+ // re-stream bypasses it. So: tear the entity-bound tree down HERE
+ // (alarms + gauges + entity grids -- see TearDownForViewpointRestream)
+ // and let the ConfigureForModel below rebuild it against THIS mech.
+ // A no-op on the first (lobby) build.
+ //
+ static int s_gaugeTreeBuilt = 0;
+ if (s_gaugeTreeBuilt)
+ {
+ DEBUG_STREAM << "[gauge] viewpoint re-stream: tearing the gauge tree "
+ "down for rebuild on entity " << (void *)viewing_entity
+ << "\n" << std::flush;
+ gauge_renderer->TearDownForViewpointRestream();
+ }
+ s_gaugeTreeBuilt = 1;
+
gauge_renderer->ConfigureForModel("Init", viewing_entity); // FUN_0046ff64
}
diff --git a/game/reconstructed/btl4grnd.cpp b/game/reconstructed/btl4grnd.cpp
index f80cc0e..eba2878 100644
--- a/game/reconstructed/btl4grnd.cpp
+++ b/game/reconstructed/btl4grnd.cpp
@@ -73,6 +73,7 @@
#if !defined(L4LAMP_HPP)
# include
#endif
+#include // GaugeAlarmManager (TearDownForViewpointRestream, Gitea #12)
#if !defined(L4WARE_HPP)
# include
#endif
@@ -269,6 +270,49 @@ Logical
return GaugeRenderer::TestInstance(); // FUN_00447b60
}
+//
+//#############################################################################
+// TearDownForViewpointRestream (PORT FIX -- Gitea #12)
+//#############################################################################
+//
+// The in-session mech RE-STREAM (a pre-launch host drop/rejoin re-creates all
+// mechs at mission launch) frees the mech the LOBBY-built gauge tree was bound
+// to; every gauge Execute then AVs on its dangling attribute pointers and the
+// BT_DEV_GAUGES SEH guard (Gauge::GuardedExecute, GAUGE.cpp:618) disables each
+// one PERMANENTLY (rate=0, nothing rebinds) -- the frozen dev-gauges window of
+// incident #12. The AUTHENTIC engine flow only tears the tree down at mission
+// transitions (Application::Shutdown -> gaugeRenderer->Shutdown() ->
+// ShutdownImplementation -> Remove(0), APP.cpp:787 / GAUGREND.cpp:3264); the
+// re-stream path bypasses it. This method performs the ENTITY-BOUND half of
+// that same ShutdownImplementation sequence, in the same order:
+// gaugeAlarmManager->RemoveAllAlarms() (alarms hold entity/subsystem ptrs)
+// Remove(0) (delete every gauge, active+inactive)
+// movingEntities/staticEntities.Clear() (raw Entity* grids for radar/map)
+// and deliberately SKIPS the mission-scoped steps -- warehouse purge, graphics
+// port destruction, lampManager->RemoveAllLamps() (the L4Lamps are owned by the
+// CONTROLS layer, which registers &lamp->automaticValue into its buttonGroup --
+// deleting them mid-session would dangle the button mappings; the mech-state
+// "lamps" like AnimatedSubsystemLamp are Gauges and go with Remove(0)). The
+// caller (MakeViewpointEntity) immediately re-runs ConfigureForModel("Init",
+// ) against the still-initialized interpreter/warehouse, so the tree
+// rebuilds bound to the NEW mech -- the gauge renderer builds lazily by design.
+//
+void
+ BTL4GaugeRenderer::TearDownForViewpointRestream()
+{
+ Check(this);
+
+ if (gaugeAlarmManager != NULL)
+ {
+ Check(gaugeAlarmManager);
+ gaugeAlarmManager->RemoveAllAlarms();
+ }
+ Remove(0); // FUN_00447fc0(this, 0) -- all gauges
+ movingEntities.Clear();
+ staticEntities.Clear();
+ Check_Fpu();
+}
+
//
//#############################################################################
// NotifyOfNewInterestingEntity
diff --git a/game/reconstructed/btl4grnd.hpp b/game/reconstructed/btl4grnd.hpp
index 56acab4..d32dd82 100644
--- a/game/reconstructed/btl4grnd.hpp
+++ b/game/reconstructed/btl4grnd.hpp
@@ -54,6 +54,23 @@
NotifyOfNewInterestingEntity(Entity *entity);
void
NotifyOfBecomingUninterestingEntity(Entity *entity);
+
+ //
+ // PORT FIX (Gitea #12 -- NOT in the surviving 1995 header): tear the
+ // built gauge tree down when the viewpoint mech is RE-STREAMED
+ // in-session (pre-launch host drop/rejoin re-creates every mech; the
+ // lobby-built tree's attribute pointers dangle and each widget is
+ // permanently DISABLED by the BT_DEV_GAUGES SEH guard, GAUGE.cpp:618).
+ // Performs the entity-bound half of the engine's mission-transition
+ // teardown (GaugeRenderer::ShutdownImplementation, GAUGREND.cpp:3264):
+ // alarms + all gauges + the entity grids. Warehouse / graphics ports /
+ // interpreter / controls lamps stay -- entity-independent, reused by
+ // the immediate ConfigureForModel rebuild. Called from
+ // BTL4Application::MakeViewpointEntity before ConfigureForModel;
+ // a no-op on the first (lobby) build.
+ //
+ void
+ TearDownForViewpointRestream();
};
diff --git a/game/reconstructed/btl4mppr.hpp b/game/reconstructed/btl4mppr.hpp
index 5a12fef..e40b6fe 100644
--- a/game/reconstructed/btl4mppr.hpp
+++ b/game/reconstructed/btl4mppr.hpp
@@ -288,16 +288,41 @@
// Messaging Support
//
public:
+ //
+ // GLASS INPUT-AUDIT FIX (2026-07-20): these ids are PINNED to the
+ // binary numbering. The old chain started at
+ // L4MechControlsMapper::NextMessageID (=0x19), which registered every
+ // RIO handler at 0x19..0x2a -- but the streamed "L4" .CTL EventMapping
+ // records carry the BINARY's ids, and the binary RIO table @0051dd30
+ // (section_dump) RE-REGISTERS the MechControlsMapper aux/zoom ids
+ // 3..0x13 with the RIO override handlers (that is the whole point of
+ // the derived table: same message, real body instead of the base FAIL
+ // trap). With the shifted ids every streamed MFD-bank/zoom button
+ // press found only the base ConfigureMappableMessageHandler ("[FAIL]
+ // Unhandled button mapping") -- ~38 of the 72 pod panel buttons dead
+ // (and, on a real pod with BT_BUTTON_TRAP, an abort()). Hotbox is
+ // 0x1a in the binary (table entry @0051de98); the ctor/handler pair
+ // was previously self-consistent at the wrong value (0x2a), so it
+ // worked by accident -- now it matches the binary.
+ // (Faithful-fidelity note: the binary RIO table also carries its OWN
+ // Keypress id 0x19 -> @004d2514; our ctor still registers the shared
+ // L4 Keypress (0x17, @004d1bf0) -- see the Gitea backlog issue.)
+ //
enum {
- Aux1QuadMessageID = L4MechControlsMapper::NextMessageID, // 3
+ Aux1QuadMessageID = MechControlsMapper::Aux1QuadMessageID, // 3
Aux1Eng1MessageID, Aux1Eng2MessageID, Aux1Eng3MessageID, Aux1Eng4MessageID,
Aux2QuadMessageID, Aux2Eng1MessageID, Aux2Eng2MessageID, Aux2Eng3MessageID, Aux2Eng4MessageID,
Aux3QuadMessageID, Aux3Eng1MessageID, Aux3Eng2MessageID, Aux3Eng3MessageID, Aux3Eng4MessageID,
ZoomInMessageID, // 0x12
ZoomOutMessageID, // 0x13
- HotboxMessageID, // pilot-target select
+ HotboxMessageID = 0x1a, // pilot-target select (@0051de98)
NextMessageID
};
+ static_assert(Aux1QuadMessageID == 0x03, "RIO Aux1Quad must be the binary id 3 (table @0051dd30)");
+ static_assert(Aux3Eng4MessageID == 0x11, "RIO Aux3Eng4 must be the binary id 0x11");
+ static_assert(ZoomInMessageID == 0x12 && ZoomOutMessageID == 0x13,
+ "RIO ZoomIn/ZoomOut must be the binary ids 0x12/0x13");
+ static_assert(HotboxMessageID == 0x1a, "RIO Hotbox must be the binary id 0x1a (@0051de98)");
void
Aux1QuadMessageHandler(ReceiverDataMessageOf *message), // @004d22fc
diff --git a/game/reconstructed/emitter.cpp b/game/reconstructed/emitter.cpp
index 37f626b..6e715d2 100644
--- a/game/reconstructed/emitter.cpp
+++ b/game/reconstructed/emitter.cpp
@@ -212,8 +212,16 @@ LWord Emitter::GetFlags() { return simulationFlags; }
// the emitter family (task #10) -- an overheated emitter resets its firing
// state and holds currentLevel at 0 until it cools below FailureTemperature.
int Emitter::GetFaultState() { return heatAlarm.GetLevel(); }
-void Emitter::SetDirty() { simulationFlags |= 0x1; }
-void Emitter::ClearDirty() { simulationFlags &= ~0x2; }
+// Gitea #12 / gotcha #20: SetDirty() { simulationFlags |= 0x1 } RETIRED -- bit 0
+// of simulationFlags is the engine DelayWatchersFlag (SIMULATE.h:170): once set,
+// PerformAndWatch skips this subsystem's ExecuteWatchers (the AUDIO watchers)
+// FOREVER. The binary sites it transcribed are two DIFFERENT writes:
+// `or word [this+0x18], 1` == updateModel |= 1 == engine ForceUpdate()
+// (FireWeapon tail @4bafaa, ResetToInitialState tail @4ba55d)
+// `or dword [this+0x28], 2` == DontExecuteFlag == engine ExecuteOnUpdate()
+// (ServiceDischarge idle @4ba99a + beam-end @4ba943)
+// Call sites now use the engine calls directly.
+void Emitter::ClearDirty() { simulationFlags &= ~0x2; } // AlwaysExecute (@004ba65c write path)
//#############################################################################
@@ -344,7 +352,7 @@ void
? *(Entity **)((char *)owner + 0x388) : 0; // 0x474 <- mech target entity
targetLocalFlag = 1; // 0x470
- SetDirty(); // this+6 |= 1 (needs replication)
+ ForceUpdate(); // @4bafaa `or word [this+0x18],1` (updateModel -- needs replication)
}
//
@@ -400,9 +408,12 @@ void
}
targetWithinRange = UpdateTargeting(); // @004b9bdc -> this+0x34c
- // hard failure: powered-off, faulted, or the OWNING MECH destroyed (@004baa88
- // checks IsDestroyed on the owner -- a dead mech's weapons drop everything)
- if (GetFlags() == 1 || GetFaultState() == 2 || BTMechDestroyed((Entity *)owner))
+ // hard failure @4baab9: weapon DESTROYED (`simulationState@0x40 == 1` -- the
+ // old `GetFlags() == 1` was the gotcha-#20 mis-transcription onto
+ // simulationFlags@0x28, a latent kill-switch), own heatAlarm at FailureHeat
+ // (this+0x184 == 2), or the owning mech disabled (FUN_0049fb54) -- a dead
+ // mech's weapons drop everything.
+ if (simulationState == 1 || GetFaultState() == 2 || BTMechDestroyed((Entity *)owner))
{
ResetFiringState(); // @004ba9a8
currentLevel = 0.0f; // 0x414
@@ -541,7 +552,7 @@ void
{
if (firingActive == 0) // 0x418
{
- SetDirty(); // this+0x28 |= 2
+ ExecuteOnUpdate(); // @4ba99a `or dword [this+0x28],2` (DontExecuteFlag)
return;
}
@@ -554,7 +565,7 @@ void
weaponAlarm.SetLevel(2); // Loaded
beamFlag = 0; // 0x46c
dischargeTimer = dischargeTime; // 0x440 = 0x43c
- SetDirty();
+ ExecuteOnUpdate(); // @4ba943 `or dword [this+0x28],2`
// replicate the beam END: one final Emitter update record turns the
// peer's copy off (the 1995 flush wrote idle-flagged subsystems too).
ForceUpdate();
@@ -835,7 +846,7 @@ void
beamScale = Vector3D(1.0f, 1.0f, 1.0f); // 0x42c
beamOrientation = EulerAngles(Radian(0.0f), Radian(0.0f), Radian(0.0f)); // 0x41c
firingActive = 0; // 0x418
- SetDirty(); // this+6 |= 1
+ ForceUpdate(); // @4ba55d `or word [this+0x18],1` (updateModel)
}
//
diff --git a/game/reconstructed/emitter.hpp b/game/reconstructed/emitter.hpp
index 1444df9..5012361 100644
--- a/game/reconstructed/emitter.hpp
+++ b/game/reconstructed/emitter.hpp
@@ -142,11 +142,15 @@ class NotationFile;
protected:
// State / flag accessors the recovered bodies read (mapped onto the
// MechWeapon weaponAlarm + Simulation flags).
+ // (Gitea #12 / gotcha #20: the old SetDirty() { simulationFlags |= 0x1 }
+ // helper is RETIRED -- it conflated TWO different binary writes and its
+ // bit 0 is the engine DelayWatchersFlag (mutes the audio watchers
+ // forever). The binary's `or word [this+0x18],1` sites are the engine
+ // ForceUpdate(); its `or dword [this+0x28],2` sites are ExecuteOnUpdate().)
int GetWeaponState();
int GetVoltageState();
LWord GetFlags();
int GetFaultState();
- void SetDirty();
void ClearDirty();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
diff --git a/game/reconstructed/mech4.cpp b/game/reconstructed/mech4.cpp
index ea5dad5..df61c7a 100644
--- a/game/reconstructed/mech4.cpp
+++ b/game/reconstructed/mech4.cpp
@@ -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=): 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)
{
diff --git a/game/reconstructed/mechweap.cpp b/game/reconstructed/mechweap.cpp
index 0dfc93e..828de2f 100644
--- a/game/reconstructed/mechweap.cpp
+++ b/game/reconstructed/mechweap.cpp
@@ -557,6 +557,24 @@ Logical
return edge;
}
+//
+// @004b9c9c -- vtable slot 17 (vtbl+0x44): the recharge-dial writer (Gitea #12).
+// Disasm (tools/disas2.py 0x4b9c9c):
+// fld [eax+0x3dc] ; rechargeRate
+// fsub [eax+0x3e8] ; - recoil
+// fdiv [eax+0x3dc] ; / rechargeRate
+// fstp [eax+0x320] ; -> rechargeLevel
+// ProjectileWeaponSimulation @004bbd04 dispatches this from its Loading(3) and
+// unavailable(7) cases, so the launcher-panel recharge dial (SegmentArc270 on
+// PercentDone/rechargeLevel) is authentically ANIMATED for projectile weapons.
+// Emitter overrides the slot with ComputeOutputVoltage @004ba738.
+//
+void
+ MechWeapon::ComputeOutputVoltage()
+{
+ rechargeLevel = (rechargeRate - recoil) / rechargeRate; // @0x320 = (@0x3DC - @0x3E8) / @0x3DC
+}
+
//
// @004b9cbc -- copy the owning Mech's current target position (entity+0x1c4).
//
diff --git a/game/reconstructed/mechweap.hpp b/game/reconstructed/mechweap.hpp
index 4109023..0ac8b03 100644
--- a/game/reconstructed/mechweap.hpp
+++ b/game/reconstructed/mechweap.hpp
@@ -241,6 +241,17 @@ class CockpitHud;
virtual void
FireWeapon(); // @004b95ec (abstract stub)
+ // @004b9c9c -- vtable slot 17 (vtbl+0x44): the recharge-dial writer.
+ // rechargeLevel@0x320 = (rechargeRate@0x3DC - recoil@0x3E8) / rechargeRate
+ // (disasm: fld [eax+0x3dc]; fsub [eax+0x3e8]; fdiv [eax+0x3dc]; fstp [eax+0x320]).
+ // ProjectileWeaponSimulation @004bbd04 calls it from the Loading(3) and
+ // unavailable(7) cases -- the launcher recharge dial is authentically LIVE
+ // (Gitea #12; the old "authentically static" claim was wrong). Emitter
+ // overrides this slot with ComputeOutputVoltage @004ba738 (same output
+ // field, charge-driven instead of recoil-driven).
+ virtual void
+ ComputeOutputVoltage(); // slot 17, @004b9c9c
+
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Subsystem virtual overrides (slots on vtable @00511d2c)
//
@@ -346,7 +357,8 @@ class CockpitHud;
void *WithinRangePtr() { return &targetWithinRange; }
void *WeaponAlarmPtr() { return &weaponAlarm; }
void *SimulationStatePtr() { return &simulationState; } // attr 1 ("SimulationState" -- damage state; 1 = Destroyed)
- Scalar *RechargeLevelPtr() { return &rechargeLevel; } // the recharge-dial source (1.0 == fully charged); STATIC on projectile weapons
+ Scalar *RechargeLevelPtr() { return &rechargeLevel; } // the recharge-dial source (1.0 == fully charged); LIVE on BOTH families
+ // (projectile weapons write it via slot 17 @004b9c9c — Gitea #12)
// The reticle pip's AUTHENTIC "loaded" source: attr 0x1C WeaponState @0x350 (the
// weaponAlarm StateIndicator level == 2 => Loaded). Unlike rechargeLevel this
// cycles for BOTH families -- emitters Loading(3)->Loaded(2)->Firing(0), and
diff --git a/game/reconstructed/mislanch.cpp b/game/reconstructed/mislanch.cpp
index 1c349eb..531b215 100644
--- a/game/reconstructed/mislanch.cpp
+++ b/game/reconstructed/mislanch.cpp
@@ -267,11 +267,13 @@ void MissileLauncher::FireWeapon()
{
Check(this);
- // (task #68) the view gate: a weapon disabled in the CURRENT look view
- // (rear rack in the forward view, anything in a side view) does not fire
- // -- the same +0x3E0 gate the emitter's Loaded->Firing transition reads.
- if (!viewFireEnable)
- return;
+ // Gitea #12: this body is heat + spawn ONLY, per the recovered @004bcc60
+ // (part_013.c:8741+): NO viewFireEnable gate, NO ammo pull, NO recoil set.
+ // All of that lives in the CALLER -- the recovered ProjectileWeaponSimulation
+ // Loaded case (@4bbec2 view/target denial blip, @4bbee6 bin->FeedAmmo,
+ // @4bbf51 recoil). The old early-returns here, under a caller that cycled
+ // the alarm unconditionally, faked a full firing pip cycle on every denied
+ // shot -- the "missiles cycle but never launch" incident mechanic.
// THE FIRING HEAT (task #9): heatCostToFire RAW into the launcher's own
// pendingHeat (pre-scaled 1e7-unit resources: SRM6 = 5e7, LRM15 = 6.5e7)
@@ -281,14 +283,6 @@ void MissileLauncher::FireWeapon()
pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
}
- // A salvo draws one ammo unit from the linked bin; a dry / not-ready bin
- // latches NoAmmo (ConsumeRound) and aborts the launch.
- if (!ConsumeRound()) // FUN_004bd4f4 (AmmoBin::FeedAmmo)
- return;
-
- // Begin the per-shot recharge cooldown (recoil bleeds to 0 before ReadyToFire).
- recoil = rechargeRate;
-
// Resolve the muzzle / lead geometry (seeds each flying missile).
Point3D muzzle;
GetMuzzlePoint(muzzle); // @004b9948
@@ -328,19 +322,16 @@ void MissileLauncher::FireWeapon()
// Salvo replication (missile-visibility wave): bump the fire counter + stamp
// the aim point; the extended update record carries both to peer nodes.
+ // The CALLER's Loaded case makes the two `updateModel |= 1` marks
+ // (@4bbf05/@4bbf4c == ForceUpdate) that serialize the record.
+ // Gitea #12 / gotcha #20: the old `simulationFlags |= 0x1` here set the
+ // engine DelayWatchersFlag -- permanently muting this launcher's audio
+ // watchers after the first salvo; removed.
{
BTSalvoState &s = BTSalvoOf(this);
++s.fired;
s.target = targetPos;
}
-
- simulationFlags |= 0x1; // replication-dirty
- // ENQUEUE the record (visibility fix): the dirty flag alone never
- // serializes -- ForceUpdate sets the updateModel bit that makes the next
- // PerformAndWatch write THIS subsystem's record into the mech's update
- // stream (the exact mechanism the Emitter's beam replication uses,
- // emitter.cpp:512). Without it the peer never saw a salvo record at all.
- ForceUpdate();
Check_Fpu();
}
diff --git a/game/reconstructed/projweap.cpp b/game/reconstructed/projweap.cpp
index 593cd02..a6b579e 100644
--- a/game/reconstructed/projweap.cpp
+++ b/game/reconstructed/projweap.cpp
@@ -24,12 +24,14 @@
// ResetToInitialState @004bbaf8, HandleMessage @004bcabc,
// PrintState @004bc6c8, CreateStreamedSubsystem @004bc7cc,
// UpdateEject @004bbb50, DrawFiringCharge @004bbc78,
-// CheckForJam @004bbfcc, ComputeTimeOfFlight @004bc06c.
+// CheckForJam @004bbfcc, ComputeTimeOfFlight @004bc06c,
+// ProjectileWeaponSimulation @004bbd04 (Performance -- FULLY RECOVERED
+// by capstone disasm, Gitea #12 2026-07-19; see context/decomp-reference.md
+// s5 -- the old RivetGun-modeled body is retired).
// best-effort (vtable slot proven, function prologue present, BODY NOT
// recovered by the decompiler -- bodies below are reconstructed from context
// and clearly marked):
-// FireWeapon @004bc104 (slot 18), ProjectileWeaponSimulation @004bbd04
-// (Performance), GetStatusFlags @004bbf88 (slot 12),
+// FireWeapon @004bc104 (slot 18), GetStatusFlags @004bbf88 (slot 12),
// UpdateWeaponState @004bbc20 (slot 16).
// excluded (belong to sibling/derived classes, NOT ProjectileWeapon):
// Emitter family @004bb120/@004bb888/@004ba4d0-@004bb478 (energy weapons),
@@ -228,16 +230,18 @@ Logical
return True;
}
-//
-// ConsumeRound -- pull one round from the linked AmmoBin (FUN_004bd4f4
-// AmmoBin::FeedAmmo). Returns True when a round was dispensed; otherwise raises
-// the NoAmmo alarm and returns False. Shared by both FireWeapon spawn paths.
//
// Panel bridge (AFC100-counter fix, 2026-07-12): resolve the weapon's ammo
// bin through the TYPED connection -- the gauge cluster's hand-rolled raw walk
// (*(plug+8) twice at subsystem+0x43c) assumed the 1995 connection-object
// internals and returned NULL/garbage on our layout, so the panel's ammo
// digits never bound (fired shells consumed rounds invisibly).
+//
+// (Gitea #12: the old `ConsumeRound()` helper is RETIRED -- the binary has no
+// such method. The ammo pull is `bin->FeedAmmo()` @004bd4f4 called by the
+// SIMULATION's Loaded case @4bbee6, and a failed pull leaves the weapon Loaded
+// SILENTLY -- the helper's SetLevel(NoAmmo) on failure was port invention; the
+// authentic NoAmmo pin is gate 2 of the state machine, from the BIN's alarm.)
void *
BTWeaponAmmoBin(void *weapon)
{
@@ -245,18 +249,6 @@ void *
? (void *)((ProjectileWeapon *)weapon)->ammoBinLink.Resolve() : 0;
}
-Logical
- ProjectileWeapon::ConsumeRound()
-{
- AmmoBin *bin = (AmmoBin*)ammoBinLink.Resolve(); // FUN_00417ab4(this+0x43c)
- if (bin != 0 && bin->FeedAmmo() != 0) // FUN_004bd4f4 -- dispensed?
- {
- return True;
- }
- weaponAlarm.SetLevel(NoAmmoState); // FUN_0041bbd8(this+0x350, 7)
- return False;
-}
-
//#############################################################################
// Construction / Destruction
@@ -403,7 +395,11 @@ void
percentOfEject = 0.0f; // this[0xfe] = 0
ejectState = -1; // this[0x100] = -1
- simulationFlags |= 0x1; // this[6] |= 1 (state dirty)
+ // @4bbb47: `or word ptr [this+0x18], 1` == updateModel |= 1 == the engine
+ // ForceUpdate() (replication mark). The old transcription onto
+ // `simulationFlags |= 0x1` set the engine DelayWatchersFlag instead --
+ // permanently muting this subsystem's audio watchers (gotcha #20, Gitea #12).
+ ForceUpdate();
}
//
@@ -589,102 +585,159 @@ Scalar
//
//
-// @004bbd04 -- Performance: per-frame ProjectileWeapon update. Body NOT
-// recovered by the decompiler (prologue confirmed at 0x4bbd04). From context it
-// sequences DrawFiringCharge / UpdateEject / CheckForJam / ComputeTimeOfFlight
-// and dispatches FireWeapon (vtable slot 18) when the trigger + charge + ammo
-// conditions are met.
+// @004bbd04 -- Performance: per-frame ProjectileWeapon update. FULLY RECOVERED
+// (capstone disasm via tools/disas2.py, Gitea #12, 2026-07-19 -- every branch
+// below cites its binary address). The old RivetGun-modeled body is retired;
+// its divergences were the #12 incident mechanics: denied shots faked a full
+// Loaded->Firing->Loading pip cycle (binary: a 4-blip that STAYS Loaded, no
+// ammo pull), the fault gate read simulationFlags (binary: simulationState),
+// recoil bled every frame unconditionally and ran to -114 (binary: Loading-only
+// + clamp at 0), and slot 17 (the recharge-dial writer) was never called.
//
void
ProjectileWeapon::ProjectileWeaponSimulation(Scalar time_slice)
{
Check(this);
- // 0. The PoweredSubsystem step FIRST -- disasm @004bbd12 (task #10):
- // `call 0x4b0bd0` opens the body, exactly like the emitter sibling. It
- // runs HeatSink::HeatSinkSimulation (absorb pendingHeat -> temperature ->
- // conduct to the authored condenser) and the electrical state machine.
- // Without it the launcher's firing heat (task #9) accumulated in
- // pendingHeat forever and never reached the mech's thermal network.
- PoweredSubsystem::PoweredSubsystemSimulation(time_slice); // @004b0bd0
+ // @4bbd12: the PoweredSubsystem step FIRST (task #10) -- HeatSink absorb ->
+ // temperature -> conduction, and the electrical state machine.
+ PoweredSubsystem::PoweredSubsystemSimulation(time_slice); // call 0x4b0bd0
- // 0b. The FAULT gate -- disasm @004bbd36-004bbd6e (task #10): flags==1, the
- // weapon's own heatAlarm at FailureHeat (this+0x184 == 2 -- THE consumer
- // of the authored FailureTemperature for the ballistic family), or the
- // owning mech destroyed -> pin recoil to the full rechargeRate and latch
- // alarm state 7 (unavailable). No return: the frame continues.
- if (simulationFlags == 1
- || heatAlarm.GetLevel() == HeatSink::FailureHeat // this+0x184 == 2
+ // @4bbd1b: the trigger edge is sampled ONCE, before the gates ([ebp-4]).
+ // AUTHENTIC TRIGGER (task #5): fireImpulse = the TriggerState attribute the
+ // streamed controls map binds to the pod fire buttons.
+ Logical trigger = CheckFireEdge(); // call 0x4b9608
+
+ // @4bbd28: advance any in-progress magazine eject.
+ UpdateEject(time_slice); // call 0x4bbb50
+
+ // GATE 1 @4bbd36-4bbd6e: weapon DESTROYED (`simulationState@0x40 == 1` --
+ // NOT simulationFlags, the historic mis-transcription of gotcha #20), own
+ // heatAlarm at FailureHeat (this+0x184 == 2 -- THE consumer of the authored
+ // FailureTemperature for the ballistic family), or the owning mech disabled
+ // (FUN_0049fb54) -> pin recoil at the full rechargeRate + latch alarm 7.
+ // No return: the frame continues into the state machine.
+ if (simulationState == 1 // [this+0x40] == 1 (destroyed)
+ || heatAlarm.GetLevel() == HeatSink::FailureHeat // [this+0x184] == 2
|| (owner != 0 && owner->IsDerivedFrom(*Mech::GetClassDerivations())
- && ((Mech *)owner)->IsDisabled())) // FUN_0049fb54
+ && ((Mech *)owner)->IsDisabled())) // FUN_0049fb54(owner)
{
- recoil = rechargeRate; // this+0x3E8 = this+0x3DC
- weaponAlarm.SetLevel(7); // FUN_0041bbd8(this+0x350, 7)
+ recoil = rechargeRate; // [this+0x3E8] = [this+0x3DC]
+ weaponAlarm.SetLevel(7); // call 0x41bbd8(this+0x350, 7)
}
- // 1. Recover the firing charge (recoil counts down toward 0 in
- // DrawFiringCharge) and advance any in-progress magazine eject.
- DrawFiringCharge(time_slice); // @004bbc78 -- bleed recoil (+0x3E8)
- UpdateEject(time_slice); // @004bbb50 -- idle unless ejectState==0
-
- // 2. AUTHENTIC TRIGGER (task #5): fireImpulse = the TriggerState attribute
- // the streamed controls map binds to the pod fire buttons (see emitter.cpp
- // note). The gBTMissileTrigger bypass is retired.
- Logical trigger = CheckFireEdge(); // MechWeapon @004b9608
+ // GATE 2 @4bbd71-4bbda6: the linked AmmoBin. Feed alarm Empty(2)/level-3 or
+ // bin destroyed -> re-pin alarm 7 EVERY FRAME while dry. (The binary
+ // dereferences the resolved bin UNGUARDED @4bbd80; the port keeps a null
+ // guard -- shipped content always links a bin, the ctor logs when it can't.)
+ AmmoBin *bin = (AmmoBin *)ammoBinLink.Resolve(); // call 0x417ab4(this+0x43c)
+ if (bin != 0
+ && (bin->GetAmmoState() == 2 || bin->GetAmmoState() == 3 // [bin+0x1A8]
+ || bin->GetSimulationState() == 1)) // [bin+0x40] (destroyed)
+ {
+ weaponAlarm.SetLevel(7);
+ }
static int s_pwtick = 0;
if (getenv("BT_PROJ_LOG") && (((++s_pwtick) % 240) == 0 || trigger))
DEBUG_STREAM << "[projweap] tick " << GetName() << " trig=" << (int)trigger
- << " trigState=" << (float)fireImpulse << " ready=" << (int)ReadyToFire()
- << " state=" << weaponAlarm.GetState() << " recoil=" << recoil << " x\n" << std::flush;
+ << " trigState=" << (float)fireImpulse
+ << " state=" << weaponAlarm.GetState() << " recoil=" << recoil
+ << " binState=" << (bin != 0 ? bin->GetAmmoState() : -1) << "\n" << std::flush;
- // 3. Firing state machine (weaponAlarm @0x350). Modelled on the RP analog
- // RivetGun::RivetGunSimulation (WEAPSYS.cpp): the Jammed / NoAmmo latches
- // persist and only escalate on a trigger pull; the default (ready) branch
- // rolls the heat-scaled jam chance and -- on a clean shot with charge and
- // ammo -- dispatches FireWeapon through the vtable (slot 18) so the
- // MissileLauncher override spawns Missiles.
- switch (weaponAlarm.GetState()) // *(this+0x364)
+ // THE FIRING STATE MACHINE @4bbda9: switch on weaponAlarm state ([this+0x364]).
+ // Only states 2/3/5/7 carry a case body; 0/1/4/6 are transient audio blips.
+ switch (weaponAlarm.GetState())
{
- case JammedState: // 5 -- cleared only by ResetToInitialState
+ case 2: // Loaded @4bbec2 -- armed; everything happens on the trigger edge
if (trigger)
- weaponAlarm.SetLevel(TriggerDuringJamState); // 6
- break;
-
- case NoAmmoState: // 7 -- re-assert on a dry trigger pull
- if (trigger)
- weaponAlarm.SetLevel(NoAmmoState);
- break;
-
- default: // Loaded / Loading / Firing / idle
- if (trigger && ReadyToFire())
{
- if (CheckForJam()) // @004bbfcc -- heat-scaled jam roll
+ if (viewFireEnable != 0 && HasActiveTarget()) // [this+0x3E0] && [owner+0x388]
{
- weaponAlarm.SetLevel(JammedState); // 5
- break;
+ // @4bbee6: the ammo pull happens HERE, in the caller -- a failed
+ // pull (bin feeding/not-ready) just stays Loaded, silently.
+ if (bin != 0 && bin->FeedAmmo() != 0) // call 0x4bd4f4(bin)
+ {
+ weaponAlarm.SetLevel(0); // @4bbef4 -> Firing
+ ForceUpdate(); // @4bbf05 `or word [this+0x18],1` (updateModel)
+ FireWeapon(); // @4bbf0d vtbl+0x48 (slot 18)
+ if (bin->GetAmmoState() == 2) // @4bbf11 bin went Empty on the pull
+ weaponAlarm.SetLevel(7); // -> unavailable (gate 2 re-pins it)
+ else if (CheckForJam()) // @4bbf2a call 0x4bbfcc (heat-scaled roll)
+ weaponAlarm.SetLevel(JammedState); // @4bbf34 -> 5
+ else
+ weaponAlarm.SetLevel(3); // @4bbf41 -> Loading (reload)
+ ForceUpdate(); // @4bbf4c second updateModel mark
+ recoil = rechargeRate; // @4bbf51 begin the recharge cooldown
+ }
}
+ else
+ {
+ // @4bbf5f THE DENIAL BLIP (Gitea #12 fix): a shot denied by the
+ // look-view gate or by having NO TARGET does SetLevel(4);
+ // SetLevel(2) -- a one-frame audio blip, the pip STAYS LOADED and
+ // NO ammo is pulled. (The old port routed these gates through
+ // FireWeapon early-returns while the caller cycled the full
+ // Firing->Loading alarm anyway -- a denied missile shot faked a
+ // perfect firing cycle and launched nothing: the reported
+ // "missiles cycle but never launch" phenomenology, verbatim.)
+ weaponAlarm.SetLevel(4);
+ weaponAlarm.SetLevel(2);
+ }
+ }
+ break;
- // refresh the lead solution (updates leadPosition / targeting), then
- // fire. FireWeapon() consumes a round + spawns the projectile/missile
- // and (on a dry bin) latches NoAmmo itself.
- ComputeTimeOfFlight(); // @004bc06c
- FireWeapon(); // vtable slot 18 -> spawn path
- if (weaponAlarm.GetState() != NoAmmoState && weaponAlarm.GetState() != JammedState)
- weaponAlarm.SetLevel(0); // Firing
- }
- else
+ case 3: // Loading @4bbdd2 -- recharging toward Loaded
+ if (trigger)
{
- // Idle/reload: drive the ready state so the WeaponState audio is correct.
- // The recon set Firing(0)/Loading(3)/Jammed/NoAmmo but NEVER a ready level,
- // so at idle the launcher sat in Loading(3) forever and its WeaponState
- // audio looped MissileLoading indefinitely (the loop stops only when the
- // alarm LEAVES the loading state). Reflect readiness: Loaded(2, charge +
- // ammo up = silent ready) once ReadyToFire, else Loading(3, reloading) --
- // SetLevel fires audio only on a real change, so this just yields the
- // natural Firing -> Loading(reload) -> Loaded(ready) cycle. [T2]
- weaponAlarm.SetLevel(ReadyToFire() ? 2 : 3);
+ weaponAlarm.SetLevel(4); // @4bbdd9 TriggerDuringLoad blip
+ weaponAlarm.SetLevel(3); // @4bbdea back to Loading
}
+ if (electricalStateAlarm.GetLevel() == 4) // @4bbdf5 [this+0x278] == Ready
+ {
+ // @4bbe04: recoil bleeds ONLY here (Loading + electrical Ready) --
+ // the old port bled it unconditionally every frame with no clamp,
+ // running it to -114 across a mission.
+ DrawFiringCharge(time_slice); // call 0x4bbc78
+ if (recoil < 0.0f) // @4bbe0c fcomp 0.0 (_DAT_004bbf84)
+ {
+ recoil = 0.0f; // @4bbe1d clamp AT zero
+ if (bin != 0 && bin->GetAmmoState() == 1) // @4bbe25 bin Loaded (round chambered)
+ weaponAlarm.SetLevel(2); // @4bbe30 -> Loaded
+ }
+ }
+ ComputeOutputVoltage(); // @4bbe44 vtbl+0x44 (slot 17 @4b9c9c):
+ // rechargeLevel = (rate - recoil)/rate
+ // -- the recharge dial ANIMATES
+ break;
+
+ case 5: // Jammed @4bbe8e -- cleared only by ResetToInitialState / msg 2
+ if (trigger)
+ {
+ weaponAlarm.SetLevel(TriggerDuringJamState); // @4bbe95 blip 6
+ weaponAlarm.SetLevel(JammedState); // @4bbea6 back to 5
+ }
+ recoil = rechargeRate; // @4bbeb1 held at full recoil
+ break;
+
+ case 7: // unavailable/NoAmmo @4bbe4d -- THE ROACH MOTEL (binary-faithful:
+ // the case re-asserts 7 UNCONDITIONALLY; nothing in the machine
+ // ever leaves it. Entered on: weapon destroyed, FailureHeat, mech
+ // disabled (gate 1) or bin empty/destroyed (gate 2). Recovery
+ // paths that EXIST in the binary: ResetToInitialState (slot 10,
+ // mission reset) and an inbound update record overwriting the
+ // alarm on a replicant. A launcher that trips FailureHeat
+ // mid-mission stays dead until mission end -- harsh but authentic;
+ // whether FailureHeat is reachable at authentic play intensity is
+ // the open heat-economy question (open-questions.md, MP section).
+ if (trigger)
+ weaponAlarm.SetLevel(1); // @4bbe54 dry-trigger blip
+ weaponAlarm.SetLevel(7); // @4bbe65 re-assert
+ recoil = rechargeRate; // @4bbe76
+ ComputeOutputVoltage(); // @4bbe85 vtbl+0x44 -- dial pinned at 0
+ break;
+
+ default: // 0/1/4/6 @4bbdcd: no case body (transient audio-blip states)
break;
}
@@ -695,18 +748,25 @@ void
// @004bc104 -- slot 18 FireWeapon (overrides MechWeapon's pure-virtual trap
// @004ba45c). Body NOT recovered by the decompiler (prologue confirmed at
// 0x4bc104, immediately following the 1.0f literal @0x4bc100). Spawns the
-// generic projectile/tracer and starts the eject cycle. MissileLauncher
-// overrides this again at @004bcc60 to launch Missile entities.
+// generic projectile/tracer. MissileLauncher overrides this again at @004bcc60
+// to launch Missile entities.
+//
+// Gitea #12: the view/target gate, the ammo pull and the recoil set are
+// STRIPPED from this body -- they belong to the CALLER (the recovered
+// ProjectileWeaponSimulation Loaded case @4bbec2/@4bbee6/@4bbf51; the sibling
+// @004bcc60 confirms a FireWeapon body is heat + spawn ONLY). The old
+// early-returns here, combined with the caller's unconditional alarm cycling,
+// were the "denied shot fakes a full firing cycle" incident mechanic.
//
void
ProjectileWeapon::FireWeapon()
{
Check(this);
- // (task #68) the view gate: a weapon disabled in the CURRENT look view
- // does not fire (see mislanch.cpp / the emitter's Loaded->Firing gate).
- if (!viewFireEnable)
- return;
+ // Refresh the lead solution (leadPosition / targeting) for the spawn below
+ // (@004bc06c; the recovered sim no longer calls it -- best-effort placement
+ // inside the unrecovered @4bc104 body, which is where the lead data is used).
+ ComputeTimeOfFlight(); // @004bc06c
// THE FIRING HEAT (task #9; was "a separate pre-existing gap"): the
// binary adds heatCostToFire RAW to the weapon's own pendingHeat --
@@ -717,10 +777,10 @@ void
pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
}
- // Binary @4bc136-4bc19c (task #56): the firing RECOIL kick, BEFORE the ammo
- // pull (no early-out precedes it in the binary). Gate: per-shot damage >
- // 3.0f (@0x4bc3f4) && the owner mech has a gyro. Direction (0, 0.6, -1.5)
- // (0x3f19999a/0xbfc00000), magnitude = damageAmount / 16 (@0x4bc3f8).
+ // Binary @4bc136-4bc19c (task #56): the firing RECOIL kick. Gate: per-shot
+ // damage > 3.0f (@0x4bc3f4) && the owner mech has a gyro. Direction
+ // (0, 0.6, -1.5) (0x3f19999a/0xbfc00000), magnitude = damageAmount / 16
+ // (@0x4bc3f8).
if (damageData.damageAmount > 3.0f && owner != 0)
{
extern void GyroApplyDamageImpulse(Subsystem *, Scalar, Scalar, Scalar, Scalar);
@@ -730,16 +790,6 @@ void
damageData.damageAmount * 0.0625f);
}
- // Pull a round; a dry / not-ready bin latches NoAmmo and aborts the shot.
- if (!ConsumeRound()) // FUN_004bd4f4 (AmmoBin::FeedAmmo)
- {
- return;
- }
-
- // Begin the per-shot recharge cooldown (recoil bleeds back down to 0 in
- // DrawFiringCharge before the weapon is ReadyToFire again).
- recoil = rechargeRate; // this[0xfa] = this[0xf7]
-
// Resolve the live muzzle.
Point3D muzzle;
GetMuzzlePoint(muzzle); // MechWeapon @004b9948
@@ -779,21 +829,17 @@ void
subsystemID /*messmgr explosion bundling at impact (task #7)*/);
// task #61: mark this shot for REPLICATION so the peer sees the enemy's
- // cannon. ++fireCounter + ForceUpdate() -- IDENTICAL to the missile path
- // (mislanch.cpp:316/326) and the emitter beam: the master's per-frame
- // subsystem serialize writes this weapon's record (WriteUpdateRecord),
- // Entity::UpdateMessageHandler routes it to the peer's replicant, and the
- // replicant's ReadUpdateRecord mirrors the shot. (The old code set only
- // `simulationFlags |= 0x1` -- the +0x28 instance flag, NOT the updateModel
- // bit WriteSimulationUpdate walks -- so the AC record never serialized: the
- // root cause of the invisible enemy autocannon.)
+ // cannon. ++fireCounter; the CALLER's Loaded case makes the two
+ // `updateModel |= 1` marks (@4bbf05/@4bbf4c == ForceUpdate) that serialize
+ // this weapon's record (WriteUpdateRecord) to the peer's replicant.
+ // Gitea #12 / gotcha #20: the old extra `simulationFlags |= 0x1` here set
+ // the engine DelayWatchersFlag -- permanently muting this weapon's audio
+ // watchers after the first shot; removed.
{
BTAcFireState &fs = BTAcFireOf(this);
++fs.fired;
fs.target = targetPos;
}
- simulationFlags |= 0x1; // replication-dirty (state flag)
- ForceUpdate(); // set the updateModel bit -> serialize the record
Check_Fpu();
}
diff --git a/game/reconstructed/projweap.hpp b/game/reconstructed/projweap.hpp
index 2930c96..cb22607 100644
--- a/game/reconstructed/projweap.hpp
+++ b/game/reconstructed/projweap.hpp
@@ -151,10 +151,14 @@ class NotationFile;
activePerformance = (Simulation::Performance)performance;
}
- // @004bbd04 -- ProjectileWeapon per-frame update (Performance). Body not
- // recovered by the decompiler (function prologue confirmed at 0x4bbd04);
- // drives UpdateEject / DrawFiringCharge / CheckForJam / ComputeTimeOfFlight
- // and triggers FireWeapon via the vtable.
+ // @004bbd04 -- ProjectileWeapon per-frame update (Performance). FULLY
+ // RECOVERED (capstone disasm, Gitea #12): base sim -> trigger edge ->
+ // UpdateEject -> fault gates (destroyed/FailureHeat/mech-disabled; bin
+ // empty/destroyed -> alarm 7) -> the Loaded/Loading/Jammed/7 state
+ // machine. The ammo pull (bin->FeedAmmo @4bd4f4), the view/target
+ // denial blip, the updateModel replication marks and the recoil set all
+ // live HERE, not in FireWeapon; slot 17 (@004b9c9c) animates the
+ // recharge dial from the Loading/7 cases.
void
ProjectileWeaponSimulation(Scalar time_slice);
@@ -276,12 +280,11 @@ class NotationFile;
Logical
LiveFireEnabled() const; // controls "live fire" flag
- // Resolve the linked AmmoBin and pull one round (AmmoBin::FeedAmmo).
- // Returns True when a round was dispensed; on a dry / not-ready / missing
- // bin it raises the NoAmmo alarm and returns False. Shared by the
- // ProjectileWeapon and MissileLauncher FireWeapon spawn paths.
- Logical
- ConsumeRound();
+ // (Gitea #12: the old ConsumeRound() helper is RETIRED -- the binary has
+ // no such method. The ammo pull is bin->FeedAmmo() @4bd4f4, called by
+ // the recovered ProjectileWeaponSimulation Loaded case @4bbee6; a failed
+ // pull stays Loaded silently, and the NoAmmo(7) pin comes from the BIN's
+ // alarm via the sim's gate 2 -- never from the weapon side.)
// True when the weapon has recovered its firing charge (recoil counts
// down toward 0 in DrawFiringCharge; 0 == ready) and is not mid-eject.