Boresight parallax FIXED + the #4/#5 verdict instrumentation (Gitea #16, #4, #5)

PARALLAX (#16): the pick/fire ray was anchored at mech.y+5.0 (a port
improvisation) while the sight line ran from the eyepoint (y=6.23) --
two parallel rays whose constant offset grew into the reported low-miss
as range closed (measured ry +0.072 @50u -> +1.54 @2.7u).  The decomp's
sight and pick share the eye origin (HudSimulation @4b7830 chain).  Fix:
the viewpoint mech's cockpit eye owns the aim-camera publish in BOTH
views, origin = its own eye translation; leveling + deliberate elevation
untouched; chase view now converges to cockpit ballistics (V cannot
change where shots land).  After: pick pinned to the crosshair (ry <=
5e-6) from 50u to point-blank; 26 laser + 8 missile center-mass hits at
3/4-screen.  Awaiting the reporters' approach-test.

VERDICT INSTRUMENTATION (#4 closed authentic, #5 verdict posted):
BT_RANGE_LOG per-frame pick tracing + BTGroundRayHitExact analytic
cross-check (0/8000 arena fall-throughs; cavern 6/8400 single-frame
grazes -- the 'crazy sliding' is the authentic world-pick + 500 m/s
slide over depth discontinuities); BT_AUD_TAIL StopNote/fade timing +
BT_FIRE_PULSE single-shot driver (the energy 'buzz' is the AUTHORED
charging loop: crescendo through recharge, 1.309s authored release,
measured within one frame).  CAVERN.EGG: solo cavern test egg.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-20 14:51:54 -05:00
co-authored by Claude Fable 5
parent d7158f1f82
commit 70eea6c1a4
13 changed files with 744 additions and 18 deletions
+6 -1
View File
@@ -131,7 +131,10 @@ valid for reading the decomp, NOT for our compiled layout (see [[reconstruction-
### BTPlayer (0x294) experience/game-mode flag block (ctor @4c0bc8; see [[experience-levels]]) [T1]
Seeded on the master branch from `btMission(+0x1f8)->experienceLevel(+0xe4)` (egg `experience`,
parse @4d2f3e`BTMission+0xe4`) and `advancedDamageOn(+0xf0)`:
parse @4d2f3e`BTMission+0xe4`) and `advancedDamageOn(+0xf0)`. The +0x1f8 mission pointer is
the inherited `Player::playerMission`. Port members (issue #2): `simLive`/`heatModelOn`/
`advancedDamageOn`(+2)/`levelFlag26c`/`levelFlag270`/`experienceLevel`; bridges
`BTPlayerExperienceSimLive`/`…HeatModelOn`/`BTPlayerRoleLocksAdvanced` (btplayer.cpp):
| Offset | Value by level (nov/std/vet/exp) | Verified readers |
|---|---|---|
@@ -321,6 +324,8 @@ default-ON (`'0'` disables).
| `BT_CRIT_PROBE=<zone>` | hammer one own-mech zone every 4s (crit-propagation diag, task #2; mech4.cpp) |
| `BT_REPL_LOG` | replicant/MP replication log (mech4.cpp) |
| `BT_GOTO="enemy"\|"x z"` / `BT_GOTO_LOG` | self-driving beeline (to the enemy or a map coordinate) + its log |
| `BT_GOTO_STOP=<u>` / `BT_GOTO_THR=<0..1>` | beeline stop-radius / throttle overrides (Gitea #16 approach test: walk all the way in) |
| `BT_PARALLAX_LOG` | 2 Hz `[parallax]`: the pick point back-projected through the RENDER view (`BTProjectToRenderView`, L4VIDEO.cpp) — a healthy boresight holds (rx,ry)≈(0,0) at every range (Gitea #16; [[combat-damage]] Targeting) |
| `BT_MP_LOG` / `BT_MP_NET` / `BT_MP_FORCE_DMG` | MP diagnostics / forced cross-pod damage |
| `BT_AUTODRIVE=<0..1>` | headless throttle |
| `BT_KEY_NOFOCUS=1` | accept key input without window focus |