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>
This commit is contained in:
co-authored by
Claude Fable 5
parent
9fff079df4
commit
6f6a39b8c9
@@ -1461,6 +1461,32 @@ static void
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}
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}
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}
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else if (tgt != 0 && !BTIsRegisteredMech(tgt) && p.damage > 0.0f
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&& tgt->damageZoneCount > 0)
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{
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// NON-MECH victim with damage zones (a CulturalIcon truck/prop
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// designated by the world pick -- issue #3, item b). The binary
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// missile dispatches a zone=-1 TakeDamageMessage DIRECTLY at
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// whatever entity's solid the round struck, with NO class test
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// (Missile::MoveAndCollide contact branch -> @004be078: msg id
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// 100, zone 0xffffffff, invalid-zone flag 1 -> struck->Dispatch).
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// The icon's own handler maps -1 -> 0 and runs the death
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// transition (-> the FULL 'trkdead' explosion, res 32).
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Damage dmg;
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dmg.damageType = Damage::ExplosiveDamageType;
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dmg.damageAmount = p.damage;
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dmg.burstCount = 1;
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dmg.impactPoint = p.pos;
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Entity::TakeDamageMessage take_damage(
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Entity::TakeDamageMessageID, sizeof(Entity::TakeDamageMessage),
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(p.shooter != 0) ? p.shooter->GetEntityID() : EntityID::Null,
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-1 /*unaimed; icon handler maps -1 -> zone 0*/, dmg);
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tgt->Dispatch(&take_damage);
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if (getenv("BT_PROJ_LOG") || getenv("BT_CULT_LOG"))
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DEBUG_STREAM << "[projectile] IMPACT (non-mech entity class="
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<< (int)tgt->GetClassID() << ") damage=" << p.damage
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<< " (@004be078 direct dispatch)\n" << std::flush;
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}
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p.active = 0;
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}
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}
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@@ -4607,10 +4633,11 @@ void
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Point3D structPoint;
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float structDist = 1e30f;
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bool haveStruct = false;
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Entity *structOwner = 0; // the struck solid's owning map entity
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if (gBTTerrainEntity != 0)
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{
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Point3D sp;
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if (WorldStructurePick(rayStart, rayDir, 1200.0f, &sp))
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if (WorldStructurePick(rayStart, rayDir, 1200.0f, &sp, &structOwner))
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{
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float dx = sp.x-rs[0], dy = sp.y-rs[1], dz = sp.z-rs[2];
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structDist = dx*dx + dy*dy + dz*dz;
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@@ -4623,6 +4650,8 @@ void
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DEBUG_STREAM << "[wpick] structure hit at ("
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<< sp.x << "," << sp.y << "," << sp.z << ") dist="
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<< (float)Sqrt(structDist)
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<< " owner=" << (void *)structOwner
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<< " ownerClass=" << (structOwner ? (int)structOwner->GetClassID() : -1)
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<< (hotTarget ? " (mech also under boresight)" : "")
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<< "\n" << std::flush;
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}
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@@ -4637,11 +4666,21 @@ void
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}
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else if (haveStruct)
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{
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// a world structure is the closest hit (garage/wall) -- or it
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// occludes a mech behind it. Designate it as the non-mech world
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// pick (the geometry rides in the POINT; the sentinel entity has
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// no damage-zone table -> no lock ring, HudSim part_013.c:5620).
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pickTarget = gBTTerrainEntity;
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// a world structure is the closest hit (garage/wall/prop) -- or
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// it occludes a mech behind it. Designate the struck solid's
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// OWNING ENTITY (issue #3, item b): the binary's target slot
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// 0x388 holds the struck entity itself, and its weapon damage
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// dispatch @004b9728 (part_013.c:6765-6794) sends a zone=-1
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// TakeDamageMessage to ANY non-Mech target unconditionally --
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// which is what makes CulturalIcons (trucks/props) weapon-
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// killable (-> the FULL 'trkdead' explosion, res 32, not just
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// the ram 'stephit' crunch). A plain terrain owner ignores it
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// (Entity::TakeDamageMessageHandler returns on zone==-1 with no
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// zones, ENTITY.cpp:885); an icon's own handler maps -1 -> 0.
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// Fall back to the world sentinel only if the solid carried no
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// owner. No lock ring either way (hotTarget stays mech-only;
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// HudSim part_013.c:5620).
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pickTarget = (structOwner != 0) ? structOwner : gBTTerrainEntity;
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pickPoint = structPoint;
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++gAimGround;
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}
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@@ -4744,6 +4783,63 @@ void
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}
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}
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// DETERMINISTIC FIRE-AT-ICON TEST (BT_FIRE_AT_ICON, issue #3 item b
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// verify): designate the NEAREST live (DefaultState) CulturalIcon as the
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// weapon target every frame, bypassing the flaky headless aim ray, so
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// BT_AUTOFIRE exercises the production weapon-vs-icon dispatch
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// (SendDamageMessage -> icon TakeDamage -> res-32 'trkdead' explosion).
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// Diag only, off by default.
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if (getenv("BT_FIRE_AT_ICON"))
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{
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extern Entity *gBTCultIcons[256];
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extern int gBTCultIconCount;
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// Prefer icons AHEAD (toward the BT_GOTO goal when set) so the kill
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// happens in the chase camera's field of view -- pure capture-harness
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// convenience, the dispatch path is identical either way.
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float fwdX = 0.0f, fwdZ = 0.0f; int haveFwd = 0;
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{
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const char *gv = getenv("BT_GOTO");
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float gx, gz;
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if (gv != 0 && sscanf(gv, "%f %f", &gx, &gz) == 2)
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{
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fwdX = gx - localOrigin.linearPosition.x;
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fwdZ = gz - localOrigin.linearPosition.z;
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haveFwd = 1;
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}
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}
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Entity *bestIcon = 0; float bestR2 = 1e30f;
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for (int ii = 0; ii < gBTCultIconCount; ++ii)
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{
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CulturalIcon *ic = (CulturalIcon *)gBTCultIcons[ii];
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if (ic == 0 || ic->GetSimulationState() != CulturalIcon::DefaultState)
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continue; // already dying/burning
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Point3D ip = ic->localOrigin.linearPosition;
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float dx = ip.x - localOrigin.linearPosition.x;
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float dz = ip.z - localOrigin.linearPosition.z;
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if (haveFwd && (dx*fwdX + dz*fwdZ) <= 0.0f)
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continue; // behind the walk direction -> off-camera
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float r2 = dx*dx + dz*dz;
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if (r2 < bestR2) { bestR2 = r2; bestIcon = (Entity *)ic; }
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}
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if (bestIcon != 0)
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{
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Point3D aimPt = ((CulturalIcon *)bestIcon)->localOrigin.linearPosition;
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aimPt.y += 3.0f; // aim into the hull, not the base
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MECH_TARGET_ENTITY(this) = bestIcon;
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MECH_TARGET_SUBIDX(this) = -1;
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MECH_TARGET_POS(this) = aimPt;
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static float s_fai = 0.0f; s_fai += dt;
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if (s_fai >= 1.0f)
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{
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s_fai = 0.0f;
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DEBUG_STREAM << "[fireicon] designating icon entity="
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<< bestIcon->GetEntityID() << " r=" << (float)Sqrt(bestR2)
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<< " (" << aimPt.x << "," << aimPt.y << "," << aimPt.z << ")\n"
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<< std::flush;
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}
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}
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}
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// HUD feeds: the range caret + the hotbox (world point + state) + the
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// recovered-Execute instruments (compass, twist tape, group mask).
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// The range caret tracks the PICK (authentic: :5639 computes it from
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