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>
This commit is contained in:
co-authored by
Claude Fable 5
parent
267059ab88
commit
4c54f7ef0c
@@ -480,6 +480,25 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
|
|||||||
- The WinSock2 stack (L4NET.CPP) is 2-node verified end-to-end (cross-pod kills, beams,
|
- The WinSock2 stack (L4NET.CPP) is 2-node verified end-to-end (cross-pod kills, beams,
|
||||||
replicant gait — tasks #46-#51); remaining = the real pod-LAN config (real IPs, bare-IP
|
replicant gait — tasks #46-#51); remaining = the real pod-LAN config (real IPs, bare-IP
|
||||||
pilot entries).
|
pilot entries).
|
||||||
|
- **✅ Subsystem-record replication IS wired — the AC just wasn't using it (task #61,
|
||||||
|
2026-07-13) [T2, CORRECTED].** (An earlier draft of this note WRONGLY claimed "no
|
||||||
|
subsystem-record channel" — that was concluded from an AC-only test before the AC's
|
||||||
|
ForceUpdate gap was found. The channel exists and works.) MECHANISM: the mech's per-frame
|
||||||
|
tick calls `subsystem->PerformAndWatch(till, update_stream)` for every subsystem
|
||||||
|
(mech4.cpp:3893) → base `Simulation::WriteSimulationUpdate` walks the subsystem's `updateModel`
|
||||||
|
and serializes any set record; `Entity::UpdateMessageHandler` (ENTITY.cpp:387) routes each
|
||||||
|
incoming record to `GetSimulation(subsystemID-1)->ReadUpdateRecord` on the peer. A subsystem
|
||||||
|
replicates its fire IFF its `FireWeapon` calls **`ForceUpdate()`** (sets the updateModel bit).
|
||||||
|
The EMITTER (beam) and MISSILELAUNCHER (salvo mirror, mislanch.cpp:326) both do → enemy lasers
|
||||||
|
+ missiles ARE visible on the peer. The AUTOCANNON set only `simulationFlags |= 0x1` (the
|
||||||
|
+0x28 instance flag, NOT updateModel) and had no fire record → its shot never serialized → the
|
||||||
|
enemy's cannon (tracer + DAFC muzzle flash) was invisible. FIX: added
|
||||||
|
`ProjectileWeapon::WriteUpdateRecord/ReadUpdateRecord` (fire counter + aim, the AC twin of the
|
||||||
|
salvo mirror) + `ForceUpdate()` in FireWeapon. Verified live: watching node now logs
|
||||||
|
REPLICANT AC shots + muzzle flashes. **LESSON (methodology):** the binary-coverage audit is a
|
||||||
|
function-PRESENCE census — it can't see "reconstructed but inert" code (a function that exists
|
||||||
|
but is never CALLED, like the salvo mirror was thought to be, or a missing ForceUpdate). A
|
||||||
|
LIVENESS audit (does a live call path reach each reconstructed fn?) would catch this class.
|
||||||
|
|
||||||
## Rendering follow-ups (non-blocking)
|
## Rendering follow-ups (non-blocking)
|
||||||
- **.PFX effect-layer polish (deferred 2026-07-08; the layer itself is LIVE + verified).** The
|
- **.PFX effect-layer polish (deferred 2026-07-08; the layer itself is LIVE + verified).** The
|
||||||
|
|||||||
@@ -851,6 +851,40 @@ int
|
|||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//###########################################################################
|
||||||
|
// MUZZLE FLASH (task #61) -- the GENUINE shipped projectile-gun muzzle effect.
|
||||||
|
//
|
||||||
|
// BTDPL.INI documents psfx 6 (external) / 14 (internal) = DAFC.PFX as "the
|
||||||
|
// effect used on all projectile guns": an orange fire-smoke blast
|
||||||
|
// (btfx:firesmoke1, maxIssue 25 / releasePeriod ~0.2s -> the emitter auto-
|
||||||
|
// expires after one ~0.2s burst = a per-shot muzzle flash). The AC is the
|
||||||
|
// only weapon that gets it -- lasers show their beam, missiles their launch.
|
||||||
|
// NOT the cut MUZFLASH.BGF card (that asset is orphaned; the shipped flash is
|
||||||
|
// this particle). Disasm of ProjectileWeapon::FireWeapon (@0x4bc104) shows no
|
||||||
|
// direct spawn there, so the fire edge is the faithful hook; the effect,
|
||||||
|
// asset, and gun-port attach point are all confirmed shipped [T1 asset/INI].
|
||||||
|
//
|
||||||
|
// Attached to the gun-port SEGMENT (BTResolveSegmentWorld re-resolves the
|
||||||
|
// muzzle position + mech body frame each frame): DAFC sprays -Z, and the mech
|
||||||
|
// faces -Z, so the fire-smoke blows forward out the barrel.
|
||||||
|
//###########################################################################
|
||||||
|
void
|
||||||
|
BTFlashMuzzle(void *ownerMech, int seg_index, float mx, float my, float mz)
|
||||||
|
{
|
||||||
|
if (ownerMech == 0)
|
||||||
|
return;
|
||||||
|
float pos[3], rows[9];
|
||||||
|
if (!BTResolveSegmentWorld(ownerMech, seg_index, pos, rows))
|
||||||
|
return;
|
||||||
|
extern void BTStartPfxAttached(int, void *, int, float, float, float, const float *);
|
||||||
|
// psfx 6 = DAFC (external); the day table maps both 6 and 14 to DAFC.PFX,
|
||||||
|
// so the external slot serves every viewer.
|
||||||
|
BTStartPfxAttached(6, ownerMech, seg_index, mx, my, mz, rows);
|
||||||
|
if (getenv("BT_MUZZLE_LOG"))
|
||||||
|
DEBUG_STREAM << "[muzzle] DAFC flash seg=" << seg_index
|
||||||
|
<< " at(" << mx << "," << my << "," << mz << ")\n" << std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
//###########################################################################
|
//###########################################################################
|
||||||
// PER-ROUND DETONATION (the binary's Missile::MoveAndCollide @004bef78: every
|
// PER-ROUND DETONATION (the binary's Missile::MoveAndCollide @004bef78: every
|
||||||
// round spawns ITS OWN ExplosionModelFile at its impact point, resource
|
// round spawns ITS OWN ExplosionModelFile at its impact point, resource
|
||||||
|
|||||||
@@ -98,6 +98,42 @@ extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
|
|||||||
int weapon_subsys = -1);
|
int weapon_subsys = -1);
|
||||||
|
|
||||||
|
|
||||||
|
//#############################################################################
|
||||||
|
// FIRE-VISUAL REPLICATION STATE (task #61) -- the AC twin of MissileLauncher's
|
||||||
|
// BTSalvoState (mislanch.cpp). Port-side table keyed by the weapon pointer
|
||||||
|
// (the 0x1D0 object is byte-locked): the master counts its shots + remembers
|
||||||
|
// the aim; the replicant edge-detects the counter and mirrors ONE visual round
|
||||||
|
// + DAFC muzzle flash so the enemy's cannon is visible on the peer.
|
||||||
|
//#############################################################################
|
||||||
|
namespace {
|
||||||
|
struct BTAcFireState
|
||||||
|
{
|
||||||
|
const void *owner;
|
||||||
|
int fired; // master: shots fired
|
||||||
|
int seen; // replicant: last counter applied (-1 = unsynced)
|
||||||
|
Point3D target; // master: the last shot's aim point
|
||||||
|
};
|
||||||
|
BTAcFireState gAcFireTable[64];
|
||||||
|
|
||||||
|
BTAcFireState &BTAcFireOf(const void *weapon)
|
||||||
|
{
|
||||||
|
int freeSlot = -1;
|
||||||
|
for (int i = 0; i < 64; ++i)
|
||||||
|
{
|
||||||
|
if (gAcFireTable[i].owner == weapon)
|
||||||
|
return gAcFireTable[i];
|
||||||
|
if (gAcFireTable[i].owner == 0 && freeSlot < 0)
|
||||||
|
freeSlot = i;
|
||||||
|
}
|
||||||
|
BTAcFireState &s = gAcFireTable[(freeSlot >= 0) ? freeSlot : 0];
|
||||||
|
s.owner = weapon;
|
||||||
|
s.fired = 0;
|
||||||
|
s.seen = -1;
|
||||||
|
s.target = Point3D(0.0f, 0.0f, 0.0f);
|
||||||
|
return s;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
// Resolved read-only constants + unrecovered-helper stand-ins (see banner).
|
// Resolved read-only constants + unrecovered-helper stand-ins (see banner).
|
||||||
//
|
//
|
||||||
@@ -681,6 +717,20 @@ void
|
|||||||
Point3D muzzle;
|
Point3D muzzle;
|
||||||
GetMuzzlePoint(muzzle); // MechWeapon @004b9948
|
GetMuzzlePoint(muzzle); // MechWeapon @004b9948
|
||||||
|
|
||||||
|
// GENUINE MUZZLE FLASH (task #61): the shipped DAFC fire-smoke blast at the
|
||||||
|
// gun-port -- BTDPL.INI psfx 6/14 "the effect used on all projectile guns".
|
||||||
|
// Fires on every AC shot (all ACs author TracerInterval=1); one ~0.2s
|
||||||
|
// auto-expiring burst. Default ON (BT_MUZZLE=0 disables for diagnostics).
|
||||||
|
{
|
||||||
|
const char *mz = getenv("BT_MUZZLE"); // default ON; =0 disables
|
||||||
|
if (mz == 0 || mz[0] != '0')
|
||||||
|
{
|
||||||
|
extern void BTFlashMuzzle(void *ownerMech, int seg_index, float mx, float my, float mz);
|
||||||
|
BTFlashMuzzle(owner, GetSegmentIndex(),
|
||||||
|
(float)muzzle.x, (float)muzzle.y, (float)muzzle.z);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// WAVE 7 Phase B: launch one flying ballistic round toward the owner's target (port
|
// WAVE 7 Phase B: launch one flying ballistic round toward the owner's target (port
|
||||||
// reconstruction; the byte-exact world-entity Projectile is blocked by the 2007 engine
|
// reconstruction; the byte-exact world-entity Projectile is blocked by the 2007 engine
|
||||||
// Entity base mismatch -- see BTPushProjectile / mech4.cpp). Speed = |launchVelocity|.
|
// Entity base mismatch -- see BTPushProjectile / mech4.cpp). Speed = |launchVelocity|.
|
||||||
@@ -701,11 +751,93 @@ void
|
|||||||
0 /*aim straight at the pick*/, 0 /*BALLISTIC: no seeker on a shell*/,
|
0 /*aim straight at the pick*/, 0 /*BALLISTIC: no seeker on a shell*/,
|
||||||
subsystemID /*messmgr explosion bundling at impact (task #7)*/);
|
subsystemID /*messmgr explosion bundling at impact (task #7)*/);
|
||||||
|
|
||||||
simulationFlags |= 0x1; // replication-dirty
|
// 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.)
|
||||||
|
{
|
||||||
|
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();
|
Check_Fpu();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//#############################################################################
|
||||||
|
// FIRE-VISUAL REPLICATION (task #61) -- the AC twin of MissileLauncher's salvo
|
||||||
|
// mirror. Master serializes the fire counter + aim after the MechWeapon base
|
||||||
|
// fields; the replicant edge-detects the counter and mirrors ONE visual round
|
||||||
|
// + DAFC muzzle flash from its OWN resolved muzzle -- so the enemy's autocannon
|
||||||
|
// is visible on the peer (the port's local flying round otherwise never left
|
||||||
|
// the firing node).
|
||||||
|
//#############################################################################
|
||||||
|
void
|
||||||
|
ProjectileWeapon::WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model)
|
||||||
|
{
|
||||||
|
MechWeapon::WriteUpdateRecord(message, update_model); // @004b9690 (alarm fields + subsystemID)
|
||||||
|
|
||||||
|
ProjectileWeapon__UpdateRecord *rec = (ProjectileWeapon__UpdateRecord *)message;
|
||||||
|
BTAcFireState &s = BTAcFireOf(this);
|
||||||
|
rec->recordLength = sizeof(ProjectileWeapon__UpdateRecord);
|
||||||
|
rec->fireCounter = s.fired;
|
||||||
|
rec->fireTarget = s.target;
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
ProjectileWeapon::ReadUpdateRecord(Simulation__UpdateRecord *message)
|
||||||
|
{
|
||||||
|
MechWeapon::ReadUpdateRecord(message); // @004b964c (alarm apply)
|
||||||
|
|
||||||
|
ProjectileWeapon__UpdateRecord *rec = (ProjectileWeapon__UpdateRecord *)message;
|
||||||
|
BTAcFireState &s = BTAcFireOf(this);
|
||||||
|
if (s.seen < 0)
|
||||||
|
{
|
||||||
|
s.seen = rec->fireCounter; // first sync: adopt silently
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (rec->fireCounter == s.seen)
|
||||||
|
return;
|
||||||
|
s.seen = rec->fireCounter;
|
||||||
|
|
||||||
|
// Mirror ONE shot (a missed record collapses to one -- no phantom replays):
|
||||||
|
// a VISUAL-ONLY round (damage 0; the master's round delivers cross-pod
|
||||||
|
// damage) from this replicant's own muzzle toward the master's aim point,
|
||||||
|
// plus the DAFC muzzle flash.
|
||||||
|
Point3D mz;
|
||||||
|
GetMuzzlePoint(mz); // @004b9948
|
||||||
|
Scalar spd = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
|
||||||
|
+ launchVelocity.y*launchVelocity.y
|
||||||
|
+ launchVelocity.z*launchVelocity.z);
|
||||||
|
// Fly toward the master's aim if it replicated a real pick; else straight
|
||||||
|
// out the barrel (the shooter-frame launchVelocity, as the missile mirror
|
||||||
|
// does) so an untargeted shot still streaks forward, not toward the origin.
|
||||||
|
const int haveAim = (rec->fireTarget.x != 0.0f
|
||||||
|
|| rec->fireTarget.y != 0.0f
|
||||||
|
|| rec->fireTarget.z != 0.0f);
|
||||||
|
BTPushProjectile(mz, owner, 0 /*aim point only, no entity*/, rec->fireTarget,
|
||||||
|
spd, 0.0f /*VISUAL*/,
|
||||||
|
haveAim ? 0 : &launchVelocity, 0 /*ballistic*/, subsystemID);
|
||||||
|
|
||||||
|
const char *mzf = getenv("BT_MUZZLE"); // default ON; =0 disables
|
||||||
|
if (mzf == 0 || mzf[0] != '0')
|
||||||
|
{
|
||||||
|
extern void BTFlashMuzzle(void *ownerMech, int seg_index, float, float, float);
|
||||||
|
BTFlashMuzzle(owner, GetSegmentIndex(), (float)mz.x, (float)mz.y, (float)mz.z);
|
||||||
|
}
|
||||||
|
if (getenv("BT_PROJ_LOG"))
|
||||||
|
DEBUG_STREAM << "[projectile] REPLICANT AC shot at(" << rec->fireTarget.x
|
||||||
|
<< "," << rec->fireTarget.y << "," << rec->fireTarget.z << ")\n" << std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
// CreateStreamedSubsystem
|
// CreateStreamedSubsystem
|
||||||
//
|
//
|
||||||
|
|||||||
@@ -195,6 +195,28 @@ class NotationFile;
|
|||||||
void
|
void
|
||||||
PrintState(); // slot 13, @004bc6c8
|
PrintState(); // slot 13, @004bc6c8
|
||||||
|
|
||||||
|
// FIRE-VISUAL REPLICATION (task #61 -- the AC twin of MissileLauncher's
|
||||||
|
// salvo mirror, mislanch.hpp). The port's AC is a LOCAL flying round,
|
||||||
|
// so the enemy's cannon fire never reached the peer. Same proven path
|
||||||
|
// the missile + emitter use: FireWeapon calls ForceUpdate() (sets the
|
||||||
|
// updateModel bit), so the mech's per-frame subsystem serialize
|
||||||
|
// (mech4.cpp:3893 subsystem->PerformAndWatch(update_stream)) writes this
|
||||||
|
// record; Entity::UpdateMessageHandler routes it to the peer's replicant
|
||||||
|
// by subsystemID. The master serializes a monotonic fire counter + aim;
|
||||||
|
// the replicant edge-detects it and mirrors ONE visual round + DAFC
|
||||||
|
// muzzle flash. Fire STATE lives in a port-side table (projweap.cpp);
|
||||||
|
// the 0x1D0 object layout is byte-locked and must not grow.
|
||||||
|
struct ProjectileWeapon__UpdateRecord:
|
||||||
|
public MechWeapon::UpdateRecord
|
||||||
|
{
|
||||||
|
int fireCounter; // AC shots since spawn (edge-detected by peers)
|
||||||
|
Point3D fireTarget; // the aim point the round flew at
|
||||||
|
};
|
||||||
|
typedef ProjectileWeapon__UpdateRecord UpdateRecord;
|
||||||
|
|
||||||
|
void WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model); // slot 7
|
||||||
|
void ReadUpdateRecord(Simulation__UpdateRecord *message); // slot 6
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// TASK #51 RENAME: slot 9 is TakeDamage (the old ReadUpdateRecord
|
// TASK #51 RENAME: slot 9 is TakeDamage (the old ReadUpdateRecord
|
||||||
// attribution was swapped; the record read is INHERITED from
|
// attribution was swapped; the record read is INHERITED from
|
||||||
|
|||||||
Reference in New Issue
Block a user