MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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dd27238ceb
commit
bb795e2805
@@ -88,8 +88,13 @@
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#include <math.h>
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// WAVE 7 Phase B -- the port-side flying-projectile service (defined in mech4.cpp).
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// SIGNATURE MUST MATCH mech4.cpp EXACTLY (the missile-arc wave added
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// launch_velocity): a stale extern here mangles to a nonexistent symbol, /FORCE
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// fills the call with garbage, and the first autocannon shot AVs (user-hit
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// crash, 2026-07-12 -- gotcha #3).
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extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
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const Point3D &targetPos, Scalar speed, Scalar damage);
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const Point3D &targetPos, Scalar speed, Scalar damage,
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const Vector3D *launch_velocity = 0, int guided = 1);
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//#############################################################################
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@@ -679,7 +684,8 @@ void
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Scalar speed = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
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+ launchVelocity.y*launchVelocity.y
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+ launchVelocity.z*launchVelocity.z);
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BTPushProjectile(muzzle, o, target, targetPos, speed, damageData.damageAmount);
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BTPushProjectile(muzzle, o, target, targetPos, speed, damageData.damageAmount,
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0 /*aim straight at the pick*/, 0 /*BALLISTIC: no seeker on a shell*/);
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simulationFlags |= 0x1; // replication-dirty
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Check_Fpu();
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