Combat: FIX weapon effectiveRange -- it degraded with heatLoad, not host-zone damage (task #50)

MechWeapon::UpdateTargeting computed effectiveRange = (1 - heatLoad) * weaponRange,
reading the weapon's own inherited HeatableSubsystem heatLoad. The authentic decomp
(@004b9bdc:6983) reads *(weapon+0xE0)+0x158 = Subsystem::damageZone->damageLevel --
i.e. effectiveRange = (1 - HOST-ZONE DAMAGE) * weaponRange. Same @0xE0-DamageZone-vs-
heat misattribution already corrected in HeatSink::UpdateCoolant (heat.cpp:803).

Impact: for a charge/discharge weapon (ER laser) the weapon's OWN heatLoad swings
0..1 every fire cycle, so effectiveRange collapsed toward 0 and the weapon was
perpetually "out of range" -> Emitter::FireWeapon's `if (dist <= effectiveRange)`
gate skipped SendDamageMessage -> NO damage submission and hence NO impact explosion.
The beam still rendered (beamFlag/beamEndpoint set before the gate), so the shot LOOKED
like a hit but did nothing -- the user-reported "lackluster/absent laser hits, esp.
the ER medium, on mechs AND buildings". PPCs mostly worked only because their heatLoad
happened to sit low/stable.

Fix: read the QUALIFIED this->Subsystem::damageZone->damageLevel (the MechSubsystem
shadow is a shim -- heat.cpp:812) so an UNDAMAGED weapon holds its full, STABLE
weaponRange, and range shortens only as the weapon's host zone takes battle damage.

Verified (parked in range of a building, autofire): laser effRange 500 STABLE
(was fluctuating 0/59/340/424 -> mostly out of range); impact explosions 13 in 22s
(11 laser id=16 + 2 PPC), up from ~2. Lasers now consistently damage + spawn FX.

Also adds env-gated diagnostics used to root-cause this: [fireW] range trace +
per-weapon explID (emitter.cpp), and BT_FIRE_AT_STRUCT (mech4.cpp) which designates
the nearest world structure so weapon-vs-structure fire can be tested without the
screen aim ray.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-15 11:31:47 -05:00
co-authored by Claude Opus 4.8
parent de8f6d02c1
commit aab7a8a137
4 changed files with 72 additions and 2 deletions
+10
View File
@@ -61,6 +61,16 @@ Fixed-torso mechs (the BLH: `TorsoHorizontalEnabled=0` — no jointtorso in the
boresight dead-ahead. Once locked, `Emitter::FireWeapon` converges with NO aim/arc test boresight dead-ahead. Once locked, `Emitter::FireWeapon` converges with NO aim/arc test
(part_013.c:7758). `MechWeapon::UpdateTargetState` (`FUN_004b9bdc` [T1]): `targetWithinRange = (part_013.c:7758). `MechWeapon::UpdateTargetState` (`FUN_004b9bdc` [T1]): `targetWithinRange =
dist < (1 hostZoneDamage) × weaponRange`. The 0x388 WRITER is in the same un-exported gap. dist < (1 hostZoneDamage) × weaponRange`. The 0x388 WRITER is in the same un-exported gap.
**`hostZoneDamage` is `Subsystem::damageZone->damageLevel` (weapon `@0xE0 → +0x158`), NOT
heatLoad** — the port originally computed `effectiveRange = (1 heatLoad) × weaponRange`
(mechweap.cpp), the SAME `@0xE0`-DamageZone-vs-heat misattribution corrected in
`HeatSink::UpdateCoolant`. For a charge/discharge weapon (ER laser) the weapon's own `heatLoad`
swings 0→1 every cycle, so `effectiveRange` collapsed to ~0 and the weapon was perpetually "out
of range" → `SendDamageMessage` never ran → NO damage and NO impact explosion (the "lackluster/
absent laser hits, esp. the ER medium, on mechs AND buildings" report). FIXED 2026-07-15: read
the QUALIFIED `this->Subsystem::damageZone->damageLevel`; an undamaged weapon now holds full
STABLE `weaponRange`. Verified: laser `effRange` 500 stable (was 0/59/340/424), impact explosions
13/22s (was ~2). [T2] See [[reconstruction-gotchas]] (`@0xE0` shadow/heat class).
**Port status: RECONSTRUCTED + runtime-verified (tasks #36/#39/#58) [T2].** The chain: the **Port status: RECONSTRUCTED + runtime-verified (tasks #36/#39/#58) [T2].** The chain: the
cockpit eye inherits the twist AUTHENTICALLY through the draw traversal (`Torso::PushTwist` cockpit eye inherits the twist AUTHENTICALLY through the draw traversal (`Torso::PushTwist`
hinge `rotationAmount``HingeRenderable::Execute` multiplies the live hinge into the matrix hinge `rotationAmount``HingeRenderable::Execute` multiplies the live hinge into the matrix
+10
View File
@@ -271,6 +271,15 @@ void
Scalar dist = (Scalar)Sqrt(delta.x*delta.x + delta.y*delta.y + delta.z*delta.z); // FUN_004dd138 Scalar dist = (Scalar)Sqrt(delta.x*delta.x + delta.y*delta.y + delta.z*delta.z); // FUN_004dd138
beamScale.z = dist / graphicLength; // 0x434 (== beamScale[2]) = dist / 0x438 beamScale.z = dist / graphicLength; // 0x434 (== beamScale[2]) = dist / 0x438
if (getenv("BT_FIRE_LOG"))
{
Entity *st = (owner != 0) ? *(Entity **)((char *)owner + 0x388) : 0;
DEBUG_STREAM << "[fireW] " << GetName() << " dist=" << (float)dist
<< " effRange=" << (float)effectiveRange
<< " inRange=" << (int)(dist <= effectiveRange)
<< " explID=" << (long)GetExplosionResourceID()
<< " tgt=" << (void *)st << "\n" << std::flush;
}
if (dist <= effectiveRange) // this+0x328 if (dist <= effectiveRange) // this+0x328
{ {
// THE AUTHENTIC DAMAGE SUBMISSION (task #8; binary @004bace8:7758-7764): // THE AUTHENTIC DAMAGE SUBMISSION (task #8; binary @004bace8:7758-7764):
@@ -349,6 +358,7 @@ void
<< " pct=" << (float)rechargeLevel << " pct=" << (float)rechargeLevel
<< " tgt=" << (void *)((owner != 0) << " tgt=" << (void *)((owner != 0)
? *(Entity **)((char *)owner + 0x388) : 0) ? *(Entity **)((char *)owner + 0x388) : 0)
<< " explID=" << (long)GetExplosionResourceID()
<< std::endl; << std::endl;
} }
targetWithinRange = UpdateTargeting(); // @004b9bdc -> this+0x34c targetWithinRange = UpdateTargeting(); // @004b9bdc -> this+0x34c
+37
View File
@@ -4502,6 +4502,43 @@ void
} }
} }
// DETERMINISTIC FIRE-AT-STRUCTURE TEST (BT_FIRE_AT_STRUCT, task #50 verify):
// the headless aim ray (BTGetAimRay) is flaky without a focused window, so
// this bypasses it -- designate the NEAREST world structure (360 sweep) as
// the target every frame so BT_AUTOFIRE can be tested against a real, stable,
// in-range building. Diag only, off by default.
if (getenv("BT_FIRE_AT_STRUCT"))
{
extern Entity *gBTTerrainEntity;
Point3D eye = localOrigin.linearPosition; eye.y += 30.0f;
Point3D best; float bestR = 1e30f; bool got = false;
for (int a = 0; a < 24; ++a)
{
double th = (double)a * (6.2831853071795862 / 24.0);
Vector3D d((float)cos(th), 0.0f, (float)sin(th));
Point3D hp;
if (WorldStructurePick(eye, d, 2000.0f, &hp))
{
float dx = hp.x-eye.x, dz = hp.z-eye.z;
float r = (float)Sqrt(dx*dx + dz*dz);
if (r < bestR) { bestR = r; best = hp; got = true; }
}
}
if (got && gBTTerrainEntity != 0)
{
MECH_TARGET_ENTITY(this) = gBTTerrainEntity;
MECH_TARGET_SUBIDX(this) = -1;
MECH_TARGET_POS(this) = best;
static float s_fas = 0.0f; s_fas += dt;
if (getenv("BT_FIRE_LOG") && s_fas >= 1.0f)
{
s_fas = 0.0f;
DEBUG_STREAM << "[fireat] nearest struct (" << best.x << ","
<< best.y << "," << best.z << ") r=" << bestR << "\n" << std::flush;
}
}
}
// HUD feeds: the range caret + the hotbox (world point + state) + the // HUD feeds: the range caret + the hotbox (world point + state) + the
// recovered-Execute instruments (compass, twist tape, group mask). // recovered-Execute instruments (compass, twist tape, group mask).
// The range caret tracks the PICK (authentic: :5639 computes it from // The range caret tracks the PICK (authentic: :5639 computes it from
+15 -2
View File
@@ -500,8 +500,21 @@ Logical
rangeToTarget = (Scalar)Sqrt( // FUN_004dd138 rangeToTarget = (Scalar)Sqrt( // FUN_004dd138
delta.x * delta.x + delta.y * delta.y + delta.z * delta.z); delta.x * delta.x + delta.y * delta.y + delta.z * delta.z);
// 1.0f == _DAT_004b9c98; heatLoad is the inherited HeatableSubsystem load. // AUTHENTIC (decomp @004b9bdc:6983): effectiveRange = (1 - hostZoneDamage) *
effectiveRange = (1.0f - heatLoad) * weaponRange; // *0x32c // weaponRange, where hostZoneDamage is this weapon's OWN DamageZone.damageLevel
// (the QUALIFIED Subsystem::damageZone @0xE0 -> damageLevel +0x158), NOT
// heatLoad. The old `heatLoad` read was the SAME @0xE0-vs-heat misattribution
// already corrected in HeatSink::UpdateCoolant (heat.cpp:803): for a charge/
// discharge weapon (ER laser) the weapon's OWN heatLoad swings 0..1 every cycle,
// so effectiveRange collapsed toward 0 and the weapon was perpetually "out of
// range" -- no damage submission, hence no impact explosion (user report:
// lackluster/absent laser hits on mechs AND buildings, esp. the ER medium).
// An UNDAMAGED weapon has damageLevel 0 -> full, STABLE weaponRange. Use the
// QUALIFIED engine zone -- MechSubsystem::damageZone is a shim SHADOW (heat.cpp:812).
// 1.0f == _DAT_004b9c98.
::DamageZone *hostZone = this->Subsystem::damageZone; // @0xE0
Scalar hostZoneDamage = (hostZone != 0) ? hostZone->damageLevel : 0.0f; // +0x158
effectiveRange = (1.0f - hostZoneDamage) * weaponRange; // *0x32c
targetWithinRange = (effectiveRange > rangeToTarget) ? True : False; targetWithinRange = (effectiveRange > rangeToTarget) ? True : False;
} }