Issue #3 (b)+(c): weapon damage reaches cultural icons -> full trkdead explosion + authored burn fire
(b) The 'tiny explosion' on the ram kill is AUTHORED: crunch res 31 = 'stephit'
(one video object, effect 1008 = ddam5 damage smoke) -- a step/ram squash is
small by design. The FULL explosion res 32 = 'trkdead' = psfx 15 dtrkboom
(fiery omni burst) + psfx 16 dtrkburn (the burning-wreck fire), reached by
WEAPON kills -- which the 1995 binary dispatches [T1]:
- MechWeapon::SendDamageMessage @004b9728 (part_013.c:6765) gates only
"target NOT derived from Mech@0x50bdb4 OR aimed zone set": a non-Mech
boresight target takes the zone=-1 damage UNCONDITIONALLY;
- Missile contact @004be078 dispatches at the struck solid's OWNER entity
with no class test at all.
Port wiring: Mech::WorldStructurePick returns the struck solid's owning entity
(BoxedSolid::GetOwningSimulation; TERRAIN.cpp:107/246 build every static solid
with its Terrain/CulturalIcon/Door entity as owner); the mech4 pick block
designates IT instead of the gBTTerrainEntity sentinel (sentinel = fallback);
the projectile contact path grew the non-mech damage-zoned else-branch
(@004be078 mirror, direct Dispatch). Plain terrain ignores the damage
(ENTITY.cpp:885 zone==-1 guard); an icon's handler maps -1 -> 0 and dies.
Truck armor is WeaponDamagePoints=1 (TRK.DMG): one laser = one dead truck.
(c) The burning fire is dtrkburn.pfx, authored INTO the death package (every
icon family carries 1016: trkdead/bigdead/meddead/msldead/twrdead). There is
NO looping BurningState fire in the binary: the damage-zone effect watcher
ctor @0042a984 has exactly one call site (the Mech ctor, part_012.c:10405), so
icon ExplosionTables are inert, and CulturalIcon has no Performance.
Documented as authentic -- nothing invented.
Verified live (BT_SHOT pixel capture): 26 laser kills, [cult] TakeDamage
type=3 -> DYING res=32 -> DPLIndependantEffect 1015+1016 at the icon origin;
frames show the orange dtrkboom fireball, dtrkburn flames on the fresh wreck,
and the rubble aftermath; ram harness re-run still fires crunch res 31.
Diags: BT_FIRE_AT_ICON (designate nearest ahead icon; live-icon census in
CULTURAL.cpp), BT_FX_TEST="1015,1016".
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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@@ -131,7 +131,24 @@ now: closest MECH (`PickRayHit`, damage zones + lock) → closest STRUCTURE (`Wo
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occludes a mech BEHIND it) → flat ground (`BTGroundRayHit`) → sky (fire-at-nothing). A structure
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hit designates `mech+0x388 = gBTTerrainEntity` (the no-damage-zone sentinel) + `0x37c` = the entry
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point, so the range caret reads the structure distance and NO lock ring draws (mech4.cpp:4529, the
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`des != hotTarget` branch), exactly the reported authentic behavior. ⚠ There is NO ray query
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`des != hotTarget` branch), exactly the reported authentic behavior.
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**⚠ SUPERSEDED IN PART (2026-07-19, issue #3): the struck ENTITY, not the sentinel, is now
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designated.** The binary damages world structures/icons under the boresight [T1]:
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`MechWeapon::SendDamageMessage` @004b9728 (part_013.c:6765-6794) gates only on "target NOT derived
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from Mech (Derivation@0x50bdb4) OR aimed zone != -1" — i.e. a NON-MECH target is sent the zone=−1
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TakeDamageMessage UNCONDITIONALLY — and the Missile contact branch @004be078 dispatches at
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whatever entity's solid the round struck (owner via the solid's tag pointer) with NO class test.
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The port: `Mech::WorldStructurePick` (mech.cpp) now returns the struck solid's owning entity
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(`BoxedSolid::GetOwningSimulation` — every static solid carries its Terrain/CulturalIcon/Door
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entity, TERRAIN.cpp:107/246, DOOR.cpp:395), the mech4.cpp pick block designates it (sentinel only
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as fallback), and the projectile contact path grew the non-mech damage-zoned else-branch
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(@004be078 mirror, direct Dispatch). A plain terrain owner IGNORES the damage
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(Entity::TakeDamageMessageHandler returns on zone==−1/no zones, ENTITY.cpp:885); a CulturalIcon's
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own handler maps −1→0 and dies → its FULL res-32 `trkdead` explosion (dtrkboom+dtrkburn) instead
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of only the ram crunch — see [[rendering]] §Cultural-icon DESTRUCTION. HUD unchanged: the icon is
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never `hotTarget`, so no hotbox/lock ring (the `des != hotTarget` terrain branch). Verified live:
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26 laser truck/prop kills (`[cult] TakeDamage type=3` → `DYING res=32`), ram crunch (res 31)
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unregressed. [T2] ⚠ There is NO ray query
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against the ground/`containedByNode` `BoundingBoxTree` — `FindBoundingBoxUnder` is DOWNWARD-only
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(gravity/ground-snap: `*height = FindDistanceBelowBounded`), useless for a horizontal boresight;
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the static SOLID tree (`BoxedSolidTree::FindBoundingBoxHitBy`) is the only ray-vs-world query.
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