wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."
MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it. The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range. The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink. The authored design: the smoke dies WITH the burial.
FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did. Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.
THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
(@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast. Calibrated to 28 [T1]. NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.
Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
2df1369168
commit
6dbeb3d266
@@ -2204,6 +2204,18 @@ void
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// the empty spot).
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if (!wreck_visible && collisionVolumeCount != 0)
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{
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// #114-family (user report: smoke continues 30-60s after the mech
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// disappears): the re-armed plume was a WORLD effect (ownerTag=0),
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// so the respawn/burial cleanups could not kill it -- the last 10s
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// emission window played out over an empty spot, plus 6+-2s
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// particle lives. The plume is entity-tagged now (below), so end
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// the emitters WITH the burial; spawned particles fade in <=8s,
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// which is the authored envelope (DDTHSMK once: window 10s,
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// life 6+-2 -- the binary's smoke died WITH the sink).
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{
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extern void BTStopEntityPfx(void *owner);
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BTStopEntityPfx((void *)this);
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}
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// Zeroing the count stops MoveCollisionVolume from re-placing the
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// box -- but the mech-vs-mech gather (Mover::GetCurrentCollisions)
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// tests mover->collisionVolume DIRECTLY, never the count, so the
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@@ -2225,11 +2237,14 @@ void
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if (wreck_visible && wreckSmokeTimer <= 0.0f)
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{
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wreckSmokeTimer = 10.0f; // DDTHSMK's release window
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extern void BTStartPfx(int effect_number, float x, float y, float z);
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BTStartPfx(1,
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// ATTACHED (not world): tagged to this entity so the burial /
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// respawn cleanups can end it, and it rides the sinking hulk.
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extern void BTStartPfxAttached(int effect_number, void *owner,
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int seg_index, float x, float y, float z, const float *rows9);
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BTStartPfxAttached(1, (void *)this, 0,
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(float)localOrigin.linearPosition.x,
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(float)(localOrigin.linearPosition.y + kMuzzleHeight),
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(float)localOrigin.linearPosition.z);
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(float)localOrigin.linearPosition.z, 0);
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if (getenv("BT_DEATH_LOG"))
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DEBUG_STREAM << "[death] wreck smoke plume re-armed (psfx 1)\n" << std::flush;
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}
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