#118: REMOVE the full-face flash overlays -- the MFD corruption, root-caused
The operator's three captures decode as ONE mistake drawn two ways: the cockpit compositor deliberately draws the side buttons as BIG rects tucked UNDER the display surfaces (step 2), with only the protruding edge visible -- the edge IS the port's lamp light (the pod's backlit keys sat beside the CRT; there is no in-display face to light). My on-top "flash overlay" (86a6bbbL4VB16,5f79dceL4GLASSWIN) violated that design: drawn after DrawDevSurface without resetting the bound texture state it rendered the gauge atlas as green striped garbage at the button rects; with the state reset it drew honest full faces -- solid flashing red covering that whole portion of the MFD. Both overlays removed; the original step-2 rendering (which already tick-animates lamp shades) is the whole story. Pixel-verified through the full stress (4 gens dead, autofire jams, leak warning): weapon pages pristine end to end, and the 0x27 edge lamp square-waves 34.0 <-> 28.9 across consecutive captures -- the invite flashes at its authentic scale. (The eject-wipe gauge -- the OTHER corrupting draw, visible in the earliest sighting -- stays re-stubbed pending a real RE of FUN_004c5fb8's draw op.) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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3ec30ee28a
commit
78722542fd
@@ -810,31 +810,9 @@ static void
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SelectObject(dc, oldPen);
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DeleteObject(pen);
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// FLASHING lamps re-draw ON TOP of the surface (#118): the alarm
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// invites (gotoEngineering / engEject, RIO flash bits state&3) were
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// invisible under the imagery -- only the few protruding edge pixels
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// blinked, and the operator "never saw it flash". The pod's keys
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// were physical backlit buttons BESIDE the screen; when one carries
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// a FLASH state, give it its full face back so the invite reads.
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for (int i = 0; i < w->buttonCount; ++i)
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{
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const GButton &b = w->buttons[i];
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int state = PadRIO::GetLampState(b.address);
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if ((state & 3) == 0)
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continue; // not flashing
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int shade = LampBrightnessOf(state, tick);
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COLORREF bright = (b.color == ClrYellow) ? RGB(245, 210, 60)
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: (b.color == ClrBlue) ? RGB(205, 228, 255)
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: RGB(230, 70, 70);
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COLORREF dim = (b.color == ClrYellow) ? RGB(70, 60, 24)
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: (b.color == ClrBlue) ? RGB(70, 86, 120)
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: RGB(64, 40, 40);
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HBRUSH face = CreateSolidBrush((shade >= 2) ? bright : dim);
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RECT r = b.rect;
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FillRect(dc, &r, face);
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DeleteObject(face);
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FrameRect(dc, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
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}
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// (NO full-face flash overlay here either -- same wrongness as the
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// L4VB16 one, removed 2026-08-03: the buttons are big rects tucked
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// under the surface by design, and the protruding edge is the lamp.)
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}
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BitBlt(winDC, 0, 0, client.right - client.left, client.bottom - client.top,
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@@ -1180,35 +1180,14 @@ void BTDrawCockpitPanels(LPDIRECT3DDEVICE9 device)
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}
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}
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// 3b) FLASHING lamps re-draw ON TOP of the surfaces (#118): the alarm
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// invites (gotoEngineering / engEject, RIO flash bits state & 3)
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// were invisible under the imagery -- only the protruding edge
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// pixels blinked, and the operator "never saw it flash". The pod's
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// keys were physical backlit buttons beside the CRT; when one
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// carries a FLASH state, give it its full face back.
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for (int i = 0; i < L.buttonCount; i++)
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{
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const BTCockpitBtn &b = L.buttons[i];
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int state = CkLampState(b.address);
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if ((state & 3) == 0) continue; // not flashing
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int shade = BTLampBrightnessOf(state, tick);
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{
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static int s_flog = -1;
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if (s_flog < 0) s_flog = (getenv("BT_LAMP_LOG") != 0) ? 1 : 0;
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static unsigned long s_lastLog = 0;
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if (s_flog && tick - s_lastLog > 1000)
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{
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s_lastLog = tick;
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DEBUG_STREAM << "[ckflash] addr 0x" << std::hex << b.address
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<< " state 0x" << state << std::dec << " shade " << shade
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<< " at (" << b.x << "," << b.y << ")\n" << std::flush;
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}
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}
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D3DCOLOR fill, border;
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CkLampColors(b.colorClass, shade, b.inert, &fill, &border);
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CkFill(device, b.x, b.y, b.w, b.h, border);
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CkFill(device, b.x + 1, b.y + 1, b.w - 2, b.h - 2, fill);
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}
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// (NO full-face "flash overlay" here -- twice field-broken 2026-08-03.
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// The side buttons are BIG rects deliberately tucked UNDER the surfaces;
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// step 2 already animates their lamp shades, and the protruding edge IS
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// the port's lamp light (the pod's backlit keys sat beside the CRT --
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// there is no in-display face to light). An on-top redraw either covers
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// the MFD imagery with flashing faces, or -- drawn without resetting the
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// texture state DrawDevSurface leaves bound -- smears the gauge atlas as
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// striped garbage (operator captures: green stripes, then red faces).)
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// 4) Flight-block labels (on top; the blue faces aren't covered by surfaces).
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for (int i = 0; i < L.buttonCount; i++)
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