#91 thor black rectangle: it's the OWN missile pod -- blakskn now material-keyed
Three testers reported a black rectangle swaying with the footsteps in the thor cockpit (Summoner = the thr1 label, same THX canopy -- no isolation). Decode: the inside view is a PER-MECH AUTHORED type-A set, not the cop alone (no fallback in EntitySegment::GetVideoObjectName -- authored data): madcat/vulture/bhk1 = cop; sunder/loki/avatar = +tor; thor = +tor +MSL (the shoulder pod, the reported rectangle); owens = +both legs +tshd. The pod/leg pilot-facing surfaces use the SAME "<pfx>skin:blakskn_dz_*" interior-structure material as the canopy frame, but the unlit frame constant was keyed on the _cop FILENAME -- identical material rendered (0.13,0.12,0.15) on the canopy and pure (0,0,0) on the pod/legs ([matlog]: owx_cop blakskn vcol=FF211F26 vs owx_lule vcol=FF000000). Fix (bgfload.cpp): the frame-constant treatment keys on meshIsCop OR material contains "skin:blakskn_dz_". mechfx:blakskn_mtl (tshd shadow quads) deliberately excluded. Verified: zero pure-black px in the lower view band across walk captures, the pod plate renders frame-toned and blends with the bar at rest (the reported anomaly dissolves), owens legs read as coherent structure, canopy/terrain un-regressed. Diags added: BT_MAT_LOG=<stem> per-batch material routing dump (bgfload), BT_HIDE_INSIDE_SEG=<substr> inside-mesh hide (btl4vid), [view] per-segment inside-roster names. KB: cockpit-view.md exactly-one claim corrected + the #91 section; bench scratchpad/night11/thorrect.sh. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -17,8 +17,17 @@ Verified in-game on all 8 mechs (Thor vs gameplay footage). [T2]
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- One per mech (12: AVX BLX FIX JAX LOX MAX OWX RAX SNX STX THX VUX; model→skeleton table in
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BTL4.RES @~3232850: `madcat=mad`, `blkhawk=blh`, … — the INSIDE skeleton is the X-variant, so
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Madcat = `MAX_COP`). It is the torso segment's SkeletonType_A mesh; the inside view loads
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EXACTLY ONE segment mesh (the `_cop`) — 25 others hidden. [T2]
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Madcat = `MAX_COP`). It is the torso segment's SkeletonType_A mesh. [T2]
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- **The inside view is a PER-MECH AUTHORED SET, not the cop alone** (#91 decode, 2026-08-04;
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the earlier "EXACTLY ONE segment mesh" claim was madcat-derived and over-generalized —
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corrected [T1: no type-A fallback in `EntitySegment::GetVideoObjectName`, SEGMENT.cpp:97 —
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a segment renders inside ONLY if the resource authors a type-A name; T2: live `[view]`
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roster logs]). Authored type-A rosters: **madcat / vulture / bhk1 = cop only; sunder /
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loki / avatar = cop + `<pfx>_tor` torso piece; thor = cop + `thx_tor` + `thx_msl` (the
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shoulder LRM pod!); owens = cop + BOTH complete legs (`owx_{l,r}{ule,dle,bto,fto}`) +
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`own_tshd`** — the Owens pilot saw their own legs walking; the Thor pilot saw their
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missile pod edge bob at the lower frame. `BT_HIDE_INSIDE_SEG=<substr>` hides a non-cop
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type-A mesh by name (diag, btl4vid.cpp ApplyViewSkeleton).
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- Material: `<pfx>skin:blakskn_dz_{u,r,l}torso_mtl` — DIFFUSE/AMBIENT (0,0,0) + RAMP_REF
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`softer`, **NO texture** (BLXSKIN.BMF is 238 bytes total; byte-verified). The 56 nonzero-UV
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verts in BLX_COP sample nothing (planar-projection authoring leftover). [T1]
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@@ -230,6 +239,33 @@ the shell green), `BT_COP_DUMP` (per-batch punch/bbox), `BT_EYE_FWD=<f>` (eye po
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- Feeds: [[gauges-hud]] (the HUD overlays this view) · [[subsystems]] (gyro, task #56)
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- Gotchas: [[reconstruction-gotchas]] §14 (LookAt axis guess), §15 (per-patch edge counting)
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## The #91 "black rectangle" (thor) — own-body inside meshes + the blakskn rule [T2]
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Three testers (Oracle + RajelAran night 7; Ronin 2026-08-03: "moves diagonally 10→4 with the
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footsteps, at rest sits ON the lower frame bar, right side, half-in") reported a black
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rectangle in the Thor cockpit. Decoded 2026-08-04:
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- The rectangle is the **thor's own `thx_msl` missile-pod mount plate** — authored, authentic
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own-body geometry (see the roster above; "Summoner" = the `thr1` FE label, same THX canopy,
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so the cross-reference isolated nothing). It rides the walk-animated shoulder while the eye
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rides the gyro springs → the diagonal footstep-rhythm sway. Pixel-tracked across walk
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captures: ~29px wide, x/y oscillating together along the 10↔4 axis, bottom center-right,
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alternating with the gait [T2, scratchpad/night11/thorrect.sh].
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- **What WAS wrong:** the pilot-facing surfaces of these own-body meshes are authored with the
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same `<pfx>skin:blakskn_dz_*` interior-structure material as the canopy frame (texture-less,
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black diffuse, `softer` ramp lo 0.25 → hi 0.99), but the unlit frame-constant treatment was
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keyed on the `_cop` FILENAME — so the identical material rendered (0.13,0.12,0.15) on the
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canopy and PURE (0,0,0) on the pod/legs (`[matlog]`-verified: owx_cop blakskn vcol=FF211F26
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vs owx_lule blakskn vcol=FF000000). Fixed in bgfload.cpp: the constant now keys on
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`meshIsCop || material contains "skin:blakskn_dz_"`. `mechfx:blakskn_mtl` (tshd shadow
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quads) deliberately does NOT match. Verified: zero pure-black pixels in the lower view band
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post-fix, tab renders in the frame tone and blends with the bar at rest; owens legs read as
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coherent dark structure; canopy/terrain un-regressed. The textured pod/leg batches
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(THX/GEN/OWEN.BSL pages — bright, mean texel 0.55-0.74) face outboard and were never the
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visible surfaces.
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- Diags from the dig: `BT_MAT_LOG=<mesh-stem substr>` (bgfload per-batch material routing:
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resolved colour/texture/ramp/vcol), `BT_HIDE_INSIDE_SEG=<substr>`, `[view]` per-segment
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inside-roster log. The `softer` ramp resolves lo=(0.25,0.25,0.25) hi=(0.99,0.99,0.99) [T1].
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## Torso-elevation aim -> EYE PITCH (fixed 2026-07-19) [T2, pixel-calibrated]
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User+tester report "pitch does not work": the Torso sim integrated R/F (stick-Y)
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into `currentElevation` (authored limits/rates) but NOTHING consumed it — the
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@@ -640,6 +640,7 @@ struct Builder {
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bool currentTSphere = false; // material is tsphere_mtl (translocation warp): ramp it despite normals
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bool meshIsTSphere = false; // this OBJECT is the translocation warp -> smooth-tessellate the cone
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bool meshIsCop = false; // this OBJECT is a *_cop cockpit canopy shell (task #55)
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std::string meshStem; // lowercased load stem (BT_MAT_LOG diag)
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std::map<const void*, int> copRoleMap; // punch-kit roles per PMESH chunk: 1=mask 2=hull 3=skip (see TAG_PATCH)
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int currentCopRole = 0; // role of the pmesh being built (consumed by buildPmesh)
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bool currentHasEmissive = false;
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@@ -778,7 +779,19 @@ struct Builder {
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// value is not recoverable from the code (texture-less ramp = no texel
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// luminance to index); default (0.13,0.12,0.15) [T3] matches the dark
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// near-black frame in pod gameplay footage. BT_COP_FRAME="r g b" overrides.
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if (useRamp && currentTex.empty() && meshIsCop) {
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// The same interior-structure treatment applies to the blakskn SKIN
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// family on ANY mesh, not just *_cop shells: the inside skeletons
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// author pilot-facing surfaces of the OWN-BODY meshes (thor thx_msl
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// missile pod, owens owx_* legs -- issue #91) with the identical
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// "<pfx>skin:blakskn_dz_*" material the canopy frame uses, and the
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// board shaded them all the same way. Keying on the filename alone
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// left those surfaces vcol=pure-black -- the reported "black
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// rectangle" was the thor pod's blakskn mount plate at RGB(0,0,0)
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// instead of the frame constant. mechfx:blakskn_mtl (the tshd
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// shadow quads) must NOT match -- key on the skin-lib "_dz_" form.
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const bool blaksknSkin =
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currentMatName.find("skin:blakskn_dz_") != std::string::npos;
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if (useRamp && currentTex.empty() && (meshIsCop || blaksknSkin)) {
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auto CB = [](float ff){ int v=(int)(ff*255.0f+0.5f); return (uint32_t)(v<0?0:v>255?255:v); };
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vcol = 0xFF000000u | (CB(copFrameRGB(0))<<16) | (CB(copFrameRGB(1))<<8) | CB(copFrameRGB(2));
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}
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@@ -939,6 +952,28 @@ struct Builder {
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else
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batch.lodBias = 0.0f;
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mesh->batches.push_back(batch);
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// #91 diag: BT_MAT_LOG=<substr> dumps each batch of a matching mesh
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// stem -- the material routing decision (ramp vs lit vs emissive,
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// resolved colour, texture) for the inside-view black-mesh hunt.
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{
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static const char* s_matLog = getenv("BT_MAT_LOG");
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if (s_matLog && *s_matLog
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&& meshStem.find(s_matLog) != std::string::npos)
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fprintf(stderr, "[matlog] %s mat=%s color=%08X hasDiff=%d "
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"tex='%s' ch=%d hasRamp=%d useRamp=%d norms=%d "
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"emis=%d vcol=%08X tris=%u\n",
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meshStem.c_str(), currentMatName.c_str(), currentColor,
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(int)currentHasDiffuse, currentTex.c_str(),
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currentTexChannel, (int)currentHasRamp, (int)useRamp,
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(int)hasNormals(vtag), (int)pureEmissive, vcol,
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idxCount / 3);
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if (s_matLog && *s_matLog
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&& meshStem.find(s_matLog) != std::string::npos)
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fprintf(stderr, "[matlog] ramp lo=(%.3f,%.3f,%.3f) "
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"hi=(%.3f,%.3f,%.3f)\n",
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currentRampLo[0], currentRampLo[1], currentRampLo[2],
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currentRampHi[0], currentRampHi[1], currentRampHi[2]);
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}
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if (getenv("BT_COP_DUMP") && currentHasRamp && currentTex.empty()) {
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float lo[3]={1e9f,1e9f,1e9f}, hi[3]={-1e9f,-1e9f,-1e9f}, cen[3]={0,0,0}; int nv=0;
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for (uint32_t i = idxStart; i < idxStart + idxCount; ++i) {
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@@ -1386,6 +1421,7 @@ bool LoadBgfFile(const std::string& name, BgfData& out) {
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// single-siding + dark-frame ramp reconstruction in emitTri/buildPmesh applies to
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// these meshes only.
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b.meshIsCop = stemLower(name).find("_cop") != std::string::npos;
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b.meshStem = stemLower(name);
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b.res = &res;
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for (const Chunk& c : roots) b.collect(c);
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b.finish();
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@@ -3193,6 +3193,16 @@ int
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if (inside && nm != NULL && strstr((const char *)*nm, "_cop") != NULL
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&& getenv("BT_HIDE_COCKPIT"))
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nm = NULL;
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// #91 attribution diag: BT_HIDE_INSIDE_SEG=<substr> hides any OTHER
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// inside-view (type-A) mesh whose name contains the substring -- the
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// thor authors THREE type-A meshes (cop + thx_tor + thx_msl) and one
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// of the extras is the reported black rectangle.
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{
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const char *hide = getenv("BT_HIDE_INSIDE_SEG");
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if (inside && nm != NULL && hide && *hide
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&& strstr((const char *)*nm, hide) != NULL)
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nm = NULL;
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}
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d3d_OBJECT *obj = NULL;
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if (nm != NULL)
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{
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@@ -3224,6 +3234,14 @@ int
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else
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render_tree.segPick.erase(slot);
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if (obj) ++shown; else ++hidden;
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// Inside view: NAME what renders. The KB says the inside view is the
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// _cop alone; any OTHER type-A mesh here is a black-material stowaway
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// (the #91 rectangle investigation) -- keep the roster visible.
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if (inside && obj != NULL)
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DEBUG_STREAM << "[view] shown seg " << slot << ": "
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<< (const char *)segment->GetName()
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<< " mesh " << (nm ? (const char *)*nm : "?")
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<< "\n" << std::flush;
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}
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// This reloaded every segment mesh, so every armour-damage binding is stale.
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BindArmourDamage(viewpoint, render_tree);
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