#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"
(86a6bbb L4VB16, 5f79dce L4GLASSWIN) 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>
This commit is contained in:
Joe DiPrima
2026-08-03 21:05:28 -05:00
co-authored by Claude Fable 5
parent 3ec30ee28a
commit 78722542fd
2 changed files with 11 additions and 54 deletions
+3 -25
View File
@@ -810,31 +810,9 @@ static void
SelectObject(dc, oldPen);
DeleteObject(pen);
// FLASHING lamps re-draw ON TOP of the surface (#118): the alarm
// invites (gotoEngineering / engEject, RIO flash bits state&3) were
// invisible under the imagery -- only the few protruding edge pixels
// blinked, and the operator "never saw it flash". The pod's keys
// were physical backlit buttons BESIDE the screen; when one carries
// a FLASH state, give it its full face back so the invite reads.
for (int i = 0; i < w->buttonCount; ++i)
{
const GButton &b = w->buttons[i];
int state = PadRIO::GetLampState(b.address);
if ((state & 3) == 0)
continue; // not flashing
int shade = LampBrightnessOf(state, tick);
COLORREF bright = (b.color == ClrYellow) ? RGB(245, 210, 60)
: (b.color == ClrBlue) ? RGB(205, 228, 255)
: RGB(230, 70, 70);
COLORREF dim = (b.color == ClrYellow) ? RGB(70, 60, 24)
: (b.color == ClrBlue) ? RGB(70, 86, 120)
: RGB(64, 40, 40);
HBRUSH face = CreateSolidBrush((shade >= 2) ? bright : dim);
RECT r = b.rect;
FillRect(dc, &r, face);
DeleteObject(face);
FrameRect(dc, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
}
// (NO full-face flash overlay here either -- same wrongness as the
// L4VB16 one, removed 2026-08-03: the buttons are big rects tucked
// under the surface by design, and the protruding edge is the lamp.)
}
BitBlt(winDC, 0, 0, client.right - client.left, client.bottom - client.top,