#55 steps 0/1/2/4: the 1995 DEATH pass restored, the arg gate made real, and 5 subsystems the respawn sweep never reached
THE HEADLINE: the port's death sweep was a total no-op, and fixing it required
fixing the arg gate in the same commit -- otherwise corpses refill their ammo.
STEP 2 -- the authentic dispatch shape:
* engine/MUNGA/SUBSYSTM.h: Subsystem::DeathShutdown gains the binary's
universal base body { DeathReset(c) } (@004ad10e). It was empty, and NO
port class overrode it, so everything the 1995 game does at death was
skipped entirely.
* mech4.cpp death sweep now passes 0, not 1 (the binary's @0049fe0c arg) --
the wreck shape: alarms/state settle, nothing refills.
* ARG PROPAGATION (mandatory once the sweep runs): AmmoBin::DeathReset is now
arg-gated exactly as @004bd26c -- refill only when arg != 0, ammoAlarm
unconditional. Ignoring the arg was harmless only while the sweep was
dead; with it restored, every corpse would have re-armed. Also forwarded
in PoweredSubsystem / HeatSink / Condenser / HeatableSubsystem / Generator
(each binary body forwards it -- verified addresses in the plan).
STEP 4 -- coverage for 5 classes that had an authentic slot-10 body but no
DeathReset, so the respawn sweep fell through to the empty base:
Torso (this is Gitea #70 -- "loosing torso twist function after a death"),
Gyroscope, Myomers, HUD, Seeker.
STEPS 0/1 -- observability + the David chain:
* Three unconditional matchlog rows: DEAD_NOTIFY (mech + resolved link),
PLAYER_LINK (player <-> vehicle), RESPAWN (mode/alive/zones/subsys/pos).
A respawn was previously INVISIBLE in the matchlog -- night 3's analysis
had to infer them from ammo arithmetic.
* Mech::PlayerLinkMessageHandler + the death dispatch site: when the engine's
one-shot registry lookup misses (no null check, no retry -> the whole
death/respawn cycle silently swallowed), recover the SAME object via the
reverse link the binary's own respawn branch walks (player+0x1FC ==
playerVehicle). Complete-type TU, no raw offsets.
* deathPending cleared in the first-spawn branch (a latch carried in would
permanently kill every later respawn -- the #57 class).
VERIFIED on the 2-pod rig (madcat vs thor, forced kills, 5 death/respawn cycles
per pod): build clean, ZERO new /FORCE unresolved externs from the 5 new
overrides; refill lines appear ONLY immediately before a Mech::Reset and NEVER
between a death and the next respawn (the corpse-refill regression this commit
had to pre-empt); all three probe rows present in both pods' matchlogs; every
DEAD_NOTIFY carried a non-null link.
DELIBERATELY DEFERRED (documented, not forgotten): the mechsub.cpp rename pair
(ResetToInitialState -> GenerateFault, ClearStatus -> the root reset @004ac22c),
deleting HeatableSubsystem::ResetToInitialState, and deleting RespawnRepair.
Those need the HeatableSubsystem vtable-slot-10 pre-flight the plan calls for,
and we have no binary image here to dump the vtable from -- guessing at it
risks the vptr-alias trap. Next session with the decomp shards open.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
26e678e570
commit
ef8e449a17
@@ -163,8 +163,15 @@ virtual void
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{}
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virtual void
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DeathShutdown(int /*shutdown_command*/)
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{}
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DeathShutdown(int shutdown_command)
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{
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// #55: the binary's universal base @004ad10e forwards slot 11 to
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// slot 10 -- { this->vtbl[0x28](this, arg); } -- so a death sweep
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// with arg 0 runs every subsystem's DeathReset in its wreck shape
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// (no refill). The empty body here made the whole 1995 death
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// pass a no-op in the port.
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DeathReset(shutdown_command);
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}
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};
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//##########################################################################
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