Ballistic FX: DAFC muzzle flash + autocannon fire replication (task #61)
The autocannon gains its authentic muzzle effect AND becomes visible when an enemy fires it -- the ballistic-FX gap behind "I only see the AC from my own view." MUZZLE FLASH (the genuine shipped effect, not the cut card): - MUZFLASH.BGF is an orphaned/cut asset (nothing references it) -- so it is NOT rendered. The shipped projectile-gun muzzle effect is DAFC.PFX, which BTDPL.INI documents as "the effect used on all projectile guns" (psfx 6 external / 14 internal): an orange fire-smoke blast (btfx:firesmoke1), maxIssue 25 over ~0.2s so the emitter auto-expires = one burst per shot. - BTFlashMuzzle (mech4.cpp) spawns it on the gun-port SEGMENT via the existing BTStartPfxAttached path; the segment frame sprays -Z out the barrel. Hooked at ProjectileWeapon::FireWeapon (the fire edge). Default ON (BT_MUZZLE=0 disables). AC only -- lasers show their beam, missiles their launch. ENEMY AC FIRE NOW REPLICATES (the real find): - ROOT CAUSE: the subsystem-record replication channel EXISTS and works (mech ticks subsystem->PerformAndWatch(update_stream); Entity::UpdateMessageHandler routes incoming records to GetSimulation(subsystemID-1)->ReadUpdateRecord). The emitter (beam) and MissileLauncher (salvo mirror) both call ForceUpdate() so their fire serializes -> enemy lasers + missiles ARE visible on the peer. The AUTOCANNON set only `simulationFlags |= 0x1` (the +0x28 instance flag, NOT the updateModel bit WriteSimulationUpdate walks) and had NO fire record, so its shot never crossed the wire -- the enemy's cannon was invisible. - FIX (the AC twin of the missile salvo mirror): ProjectileWeapon:: WriteUpdateRecord/ReadUpdateRecord (fire counter + aim) + ForceUpdate() in FireWeapon. The replicant edge-detects the counter and mirrors ONE visual round + DAFC muzzle flash from its own resolved muzzle; a null/untargeted aim streaks straight out the barrel (launchVelocity) instead of toward origin. - Verified live 2-node: the watching node logs REPLICANT AC shots + DAFC flashes at the enemy's gun-port (seg 7), aimed shots fly to the real target; no crashes. TRACER: all ACs author TracerInterval=1 (every round is a tracer); the existing amber streak is acceptable-authentic, so no tracer change was needed. KB: open-questions.md -- CORRECTED the (wrong) earlier note that claimed no subsystem-record channel exists; it does, the AC just wasn't using it. Logged the methodology lesson: the coverage audit finds UNWRITTEN functions, not "reconstructed but inert" ones (a function present but never called -- the AC record + the missile mirror both looked done); a LIVENESS audit would catch that class. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
267059ab88
commit
4c54f7ef0c
@@ -851,6 +851,40 @@ int
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return 1;
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}
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//###########################################################################
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// MUZZLE FLASH (task #61) -- the GENUINE shipped projectile-gun muzzle effect.
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//
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// BTDPL.INI documents psfx 6 (external) / 14 (internal) = DAFC.PFX as "the
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// effect used on all projectile guns": an orange fire-smoke blast
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// (btfx:firesmoke1, maxIssue 25 / releasePeriod ~0.2s -> the emitter auto-
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// expires after one ~0.2s burst = a per-shot muzzle flash). The AC is the
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// only weapon that gets it -- lasers show their beam, missiles their launch.
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// NOT the cut MUZFLASH.BGF card (that asset is orphaned; the shipped flash is
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// this particle). Disasm of ProjectileWeapon::FireWeapon (@0x4bc104) shows no
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// direct spawn there, so the fire edge is the faithful hook; the effect,
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// asset, and gun-port attach point are all confirmed shipped [T1 asset/INI].
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//
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// Attached to the gun-port SEGMENT (BTResolveSegmentWorld re-resolves the
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// muzzle position + mech body frame each frame): DAFC sprays -Z, and the mech
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// faces -Z, so the fire-smoke blows forward out the barrel.
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//###########################################################################
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void
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BTFlashMuzzle(void *ownerMech, int seg_index, float mx, float my, float mz)
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{
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if (ownerMech == 0)
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return;
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float pos[3], rows[9];
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if (!BTResolveSegmentWorld(ownerMech, seg_index, pos, rows))
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return;
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extern void BTStartPfxAttached(int, void *, int, float, float, float, const float *);
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// psfx 6 = DAFC (external); the day table maps both 6 and 14 to DAFC.PFX,
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// so the external slot serves every viewer.
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BTStartPfxAttached(6, ownerMech, seg_index, mx, my, mz, rows);
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if (getenv("BT_MUZZLE_LOG"))
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DEBUG_STREAM << "[muzzle] DAFC flash seg=" << seg_index
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<< " at(" << mx << "," << my << "," << mz << ")\n" << std::flush;
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}
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//###########################################################################
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// PER-ROUND DETONATION (the binary's Missile::MoveAndCollide @004bef78: every
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// round spawns ITS OWN ExplosionModelFile at its impact point, resource
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@@ -98,6 +98,42 @@ extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
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int weapon_subsys = -1);
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//#############################################################################
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// FIRE-VISUAL REPLICATION STATE (task #61) -- the AC twin of MissileLauncher's
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// BTSalvoState (mislanch.cpp). Port-side table keyed by the weapon pointer
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// (the 0x1D0 object is byte-locked): the master counts its shots + remembers
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// the aim; the replicant edge-detects the counter and mirrors ONE visual round
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// + DAFC muzzle flash so the enemy's cannon is visible on the peer.
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//#############################################################################
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namespace {
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struct BTAcFireState
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{
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const void *owner;
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int fired; // master: shots fired
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int seen; // replicant: last counter applied (-1 = unsynced)
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Point3D target; // master: the last shot's aim point
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};
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BTAcFireState gAcFireTable[64];
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BTAcFireState &BTAcFireOf(const void *weapon)
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{
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int freeSlot = -1;
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for (int i = 0; i < 64; ++i)
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{
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if (gAcFireTable[i].owner == weapon)
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return gAcFireTable[i];
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if (gAcFireTable[i].owner == 0 && freeSlot < 0)
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freeSlot = i;
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}
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BTAcFireState &s = gAcFireTable[(freeSlot >= 0) ? freeSlot : 0];
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s.owner = weapon;
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s.fired = 0;
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s.seen = -1;
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s.target = Point3D(0.0f, 0.0f, 0.0f);
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return s;
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}
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}
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//#############################################################################
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// Resolved read-only constants + unrecovered-helper stand-ins (see banner).
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//
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@@ -681,6 +717,20 @@ void
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Point3D muzzle;
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GetMuzzlePoint(muzzle); // MechWeapon @004b9948
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// GENUINE MUZZLE FLASH (task #61): the shipped DAFC fire-smoke blast at the
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// gun-port -- BTDPL.INI psfx 6/14 "the effect used on all projectile guns".
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// Fires on every AC shot (all ACs author TracerInterval=1); one ~0.2s
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// auto-expiring burst. Default ON (BT_MUZZLE=0 disables for diagnostics).
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{
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const char *mz = getenv("BT_MUZZLE"); // default ON; =0 disables
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if (mz == 0 || mz[0] != '0')
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{
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extern void BTFlashMuzzle(void *ownerMech, int seg_index, float mx, float my, float mz);
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BTFlashMuzzle(owner, GetSegmentIndex(),
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(float)muzzle.x, (float)muzzle.y, (float)muzzle.z);
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}
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}
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// WAVE 7 Phase B: launch one flying ballistic round toward the owner's target (port
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// reconstruction; the byte-exact world-entity Projectile is blocked by the 2007 engine
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// Entity base mismatch -- see BTPushProjectile / mech4.cpp). Speed = |launchVelocity|.
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@@ -701,11 +751,93 @@ void
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0 /*aim straight at the pick*/, 0 /*BALLISTIC: no seeker on a shell*/,
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subsystemID /*messmgr explosion bundling at impact (task #7)*/);
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simulationFlags |= 0x1; // replication-dirty
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// task #61: mark this shot for REPLICATION so the peer sees the enemy's
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// cannon. ++fireCounter + ForceUpdate() -- IDENTICAL to the missile path
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// (mislanch.cpp:316/326) and the emitter beam: the master's per-frame
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// subsystem serialize writes this weapon's record (WriteUpdateRecord),
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// Entity::UpdateMessageHandler routes it to the peer's replicant, and the
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// replicant's ReadUpdateRecord mirrors the shot. (The old code set only
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// `simulationFlags |= 0x1` -- the +0x28 instance flag, NOT the updateModel
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// bit WriteSimulationUpdate walks -- so the AC record never serialized: the
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// root cause of the invisible enemy autocannon.)
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{
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BTAcFireState &fs = BTAcFireOf(this);
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++fs.fired;
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fs.target = targetPos;
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}
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simulationFlags |= 0x1; // replication-dirty (state flag)
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ForceUpdate(); // set the updateModel bit -> serialize the record
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Check_Fpu();
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}
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//#############################################################################
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// FIRE-VISUAL REPLICATION (task #61) -- the AC twin of MissileLauncher's salvo
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// mirror. Master serializes the fire counter + aim after the MechWeapon base
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// fields; the replicant edge-detects the counter and mirrors ONE visual round
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// + DAFC muzzle flash from its OWN resolved muzzle -- so the enemy's autocannon
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// is visible on the peer (the port's local flying round otherwise never left
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// the firing node).
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//#############################################################################
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void
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ProjectileWeapon::WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model)
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{
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MechWeapon::WriteUpdateRecord(message, update_model); // @004b9690 (alarm fields + subsystemID)
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ProjectileWeapon__UpdateRecord *rec = (ProjectileWeapon__UpdateRecord *)message;
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BTAcFireState &s = BTAcFireOf(this);
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rec->recordLength = sizeof(ProjectileWeapon__UpdateRecord);
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rec->fireCounter = s.fired;
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rec->fireTarget = s.target;
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}
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void
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ProjectileWeapon::ReadUpdateRecord(Simulation__UpdateRecord *message)
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{
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MechWeapon::ReadUpdateRecord(message); // @004b964c (alarm apply)
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ProjectileWeapon__UpdateRecord *rec = (ProjectileWeapon__UpdateRecord *)message;
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BTAcFireState &s = BTAcFireOf(this);
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if (s.seen < 0)
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{
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s.seen = rec->fireCounter; // first sync: adopt silently
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return;
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}
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if (rec->fireCounter == s.seen)
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return;
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s.seen = rec->fireCounter;
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// Mirror ONE shot (a missed record collapses to one -- no phantom replays):
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// a VISUAL-ONLY round (damage 0; the master's round delivers cross-pod
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// damage) from this replicant's own muzzle toward the master's aim point,
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// plus the DAFC muzzle flash.
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Point3D mz;
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GetMuzzlePoint(mz); // @004b9948
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Scalar spd = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
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+ launchVelocity.y*launchVelocity.y
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+ launchVelocity.z*launchVelocity.z);
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// Fly toward the master's aim if it replicated a real pick; else straight
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// out the barrel (the shooter-frame launchVelocity, as the missile mirror
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// does) so an untargeted shot still streaks forward, not toward the origin.
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const int haveAim = (rec->fireTarget.x != 0.0f
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|| rec->fireTarget.y != 0.0f
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|| rec->fireTarget.z != 0.0f);
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BTPushProjectile(mz, owner, 0 /*aim point only, no entity*/, rec->fireTarget,
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spd, 0.0f /*VISUAL*/,
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haveAim ? 0 : &launchVelocity, 0 /*ballistic*/, subsystemID);
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const char *mzf = getenv("BT_MUZZLE"); // default ON; =0 disables
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if (mzf == 0 || mzf[0] != '0')
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{
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extern void BTFlashMuzzle(void *ownerMech, int seg_index, float, float, float);
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BTFlashMuzzle(owner, GetSegmentIndex(), (float)mz.x, (float)mz.y, (float)mz.z);
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}
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if (getenv("BT_PROJ_LOG"))
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DEBUG_STREAM << "[projectile] REPLICANT AC shot at(" << rec->fireTarget.x
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<< "," << rec->fireTarget.y << "," << rec->fireTarget.z << ")\n" << std::flush;
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}
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//#############################################################################
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// CreateStreamedSubsystem
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//
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@@ -195,6 +195,28 @@ class NotationFile;
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void
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PrintState(); // slot 13, @004bc6c8
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// FIRE-VISUAL REPLICATION (task #61 -- the AC twin of MissileLauncher's
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// salvo mirror, mislanch.hpp). The port's AC is a LOCAL flying round,
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// so the enemy's cannon fire never reached the peer. Same proven path
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// the missile + emitter use: FireWeapon calls ForceUpdate() (sets the
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// updateModel bit), so the mech's per-frame subsystem serialize
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// (mech4.cpp:3893 subsystem->PerformAndWatch(update_stream)) writes this
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// record; Entity::UpdateMessageHandler routes it to the peer's replicant
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// by subsystemID. The master serializes a monotonic fire counter + aim;
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// the replicant edge-detects it and mirrors ONE visual round + DAFC
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// muzzle flash. Fire STATE lives in a port-side table (projweap.cpp);
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// the 0x1D0 object layout is byte-locked and must not grow.
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struct ProjectileWeapon__UpdateRecord:
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public MechWeapon::UpdateRecord
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{
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int fireCounter; // AC shots since spawn (edge-detected by peers)
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Point3D fireTarget; // the aim point the round flew at
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};
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typedef ProjectileWeapon__UpdateRecord UpdateRecord;
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void WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model); // slot 7
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void ReadUpdateRecord(Simulation__UpdateRecord *message); // slot 6
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protected:
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// TASK #51 RENAME: slot 9 is TakeDamage (the old ReadUpdateRecord
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// attribution was swapped; the record read is INHERITED from
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