diff --git a/context/multiplayer.md b/context/multiplayer.md index dbe8c74..09e4187 100644 --- a/context/multiplayer.md +++ b/context/multiplayer.md @@ -216,6 +216,19 @@ transition, HUD all landed since P6): console egg → mesh → RunningMission on the REL410 pod build's respawn = mech re-dropped at the zone + translocated alarm; the "blue whirlwind" is not a shipped REL410 asset (likely a memory of the earlier DOS / Virtual World arcade BattleTech). No further hunt warranted unless a different asset pack surfaces.** + DEEPER SWEEP (2026-07-09, all negative): (a) `BTL4OPT.EXE` string table — no + whirl/warp/tunnel/vortex/tornado/swirl/cyclone; the only "recovery" string is + `ShortRecoveryTime` = a **Generator** (power subsystem) electrical attribute, unrelated to + respawn. (b) Class registry `BTREG.CPP` (in the 410src archive) registers ONLY + Mech/Projectile/Missile/BTPlayer/BTTeam/CameraDirector — no recovery/tornado/dropship class. + (c) Effect system: `DPLIndependantEffect` numbers ≥1000 map to `psfx[n-1000]` (the 0–23 + damage/boom/smoke/shockwave PFX); <100 are the same PFX — none is a whirlwind. (d) Camera + system (`CAMINST.CPP`) = static positioned cameras (tran/quat/yaw-pitch clamps), no death/ + recovery cam. (e) Build manifest `BTL4.BLD`/`.ORG`/`FILELIST` + mission ops `BTL4.OPS` — + locations + dropzone lists only. Benign near-misses ruled out: `NoReturn` GameModel (id 330) + decodes to `{500,500,0, 1,1,1,0}` = the 500×500 arena **out-of-bounds boundary**; `swiftwnd` + = the Swiftwind scout **vehicle** (btravine map); `wndsfx01-03` = ambient **wind AUDIO** + (type 3); `BLUEBEAM.BGF` = the **PPC weapon** beam geometry. Mech::Reset (@0049fb74) full subsystem-reset sweep is still a bring-up TODO. **Three respawn bugs found + fixed on the way (all [T2], 2-node force-damage verified):** (i) **death-latch un-latch** — `IsMechDestroyed` tested `graphicAlarm>=9` alone; a later leg hit