KB: code-first sweep of stub/stand-in claims -> 2 more STALE fixed
Targeted pass on "stand-in / not-wired / stub / no-op" claims, verified against
CODE + runtime (not KB wording -- the trap that hid the peer-warp staleness):
- combat-damage.md STEP-6 "remaining = fix ResourceFindByName no-op -> empty
table" (reads present-tense above the "STEP 6 COMPLETE" header): STALE. The
table LOADS live ([cyl] table 'bhk1'/'madcat'/'ava1' layers=7); the name-load
BYPASSED the no-op ResourceFindByName via SearchList(type=0x14) (mech.cpp:1631).
d07ac7d. ResolveHit resolves unaimed hits.
- multiplayer.md "Mech::Reset full subsystem-reset sweep is still a bring-up TODO":
STALE. mech4.cpp:1616 loops every subsystem -> DeathReset(mode) (heat/power/ammo/
charge) + heals zones + ForceUpdate(0x1f). Per-subsystem DeathReset bodies are
authentically trivial for some classes -- not a missing sweep.
Verified ACCURATE (not stale, left as-is): GaussRifle FireWeapon no-op (a decomp
fact -- inert in the 1995 binary; btl4gau2 faithfully marks it "not yet supported");
StatusMessagePool NULL stub (kill ticker live, non-kill status messages genuinely
deferred); Myomers coupling inert (genuinely open); searchlight fog-swap (open by
decision). checkctx CLEAN.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -353,7 +353,10 @@ transition, HUD all landed since P6): console egg → mesh → RunningMission on
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(@0049fb74) + the level-2 "translocated" cockpit alarm; `CreatePlayerVehicle` (FUN_004bfcac,
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disassembled — make+link only, matches RP analog). The sphere is a pure RENDER-side watcher on the
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SimulationState dial, independent of that sim path.
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Mech::Reset (@0049fb74) full subsystem-reset sweep is still a bring-up TODO.
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Mech::Reset (@0049fb74) does the full subsystem-reset sweep (mech4.cpp:1616 loops every subsystem →
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`DeathReset(mode)`, restoring heat/power/ammo/charge) + heals all damage zones + ForceUpdate(0x1f).
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(Per-subsystem `DeathReset` bodies are authentically trivial/empty for some classes — the shipped
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build folds those overrides — so "fuller" reset behavior is per-subsystem, not a missing sweep.)
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**Three respawn bugs found + fixed on the way (all [T2], 2-node force-damage verified):**
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(i) **death-latch un-latch** — `IsMechDestroyed` tested `graphicAlarm>=9` alone; a later leg hit
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on the wreck rewrites the alarm to 4/3, un-latching → the death transition RE-RAN (double kill,
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