Warp: decouple from player SimulationState (fix camera/targeting regressions)
Pulsing the player's SimulationState (DropZoneAcquired->Translocated) to trigger the translocation sphere regressed everything else that dial drives in our reconstruction -- the camera flipped to inside-view, targeting/firing gated off, shadow pass glitched. That dial is load-bearing; co-opting it was wrong. Replace with a self-contained render one-shot: btplayer.cpp respawn calls BTStartWarpEffect(dropZoneOrigin); the effect plays its own collapse->expand and touches nothing but the render. No SetSimulationState, no DropZoneLocation write, no per-entity renderable walk (the tree's BTTranslocationRenderable objects are now inert). Scale capped 30/40 (authentic 100/150) so the sphere -- centred on your own reinsertion -- doesn't envelop the camera; tunable via BT_WARP_SCALE. Smoke-verified 2-node: warp fires on each respawn (collapse 31->5, expand ->35), repeats, respawn cycle intact, no crash. Camera/targeting restored (state pulse gone). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
63c1c5a460
commit
f0535356bc
+98
-153
@@ -197,24 +197,6 @@ void
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dplMainZone, dplDeathZone, sim_state,
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fogRed, fogGreen, fogBlue, fogNear, fogFar,
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3 /* MissionStartingState */, 4 /* MissionEndingState */);
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//
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// BRING-UP (task #52): ALSO give the LOCAL player the translocation
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// SPHERE (the authentic wiring shows it only on OTHERS -- replicant
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// branch above -- because peer player-attribute replication of
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// SimulationState/DropZoneLocation isn't wired yet; both read
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// uninitialised on a replicant). Driven by the local player's OWN
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// SimulationState dial (pulsed to DropZoneAcquired->Translocated at
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// respawn, btplayer.cpp) at its own DropZoneLocation -- so you see
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// the warp collapse+expand around your reinsertion. Same control
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// state (1 = DropZoneAcquired). Remove once player replication lands.
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//
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Point3D *local_drop =
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(Point3D *)entity->GetAttributePointer("DropZoneLocation");
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if (local_drop)
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new BTTranslocationRenderable(
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entity, VideoRenderable::Watcher, GetMainView(),
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sim_state, local_drop, 1);
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}
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break;
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}
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@@ -2106,33 +2088,48 @@ Logical
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}
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//===========================================================================//
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// BTTranslocationRenderable -- the "blue warp" translocation sphere (task #52)
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// The "blue warp" translocation sphere (task #52)
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//
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// Reconstructed from the engine's POVTranslocateRenderable (L4VIDRND.cpp:1749):
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// a sphere (tsphere.bgf) that COLLAPSES onto the mech when the watched player
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// enters the control state (DropZoneAcquired), holds while dead, then EXPANDS
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// to reveal the reborn mech when the state leaves it (VehicleTranslocated).
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// Rotates throughout. Loaded by FILENAME (not via the RES table) -- which is
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// why every resource-name search missed it. Drawn direct from the render loop
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// (BTDrawTranslocationSpheres, called beside BTDrawBeams), same accommodation
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// the weapon beams + reticle use since our VideoComponent tree is partial.
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// a sphere (tsphere.bgf) that COLLAPSES onto the respawn point then EXPANDS to
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// reveal the reborn mech, rotating throughout. Loaded by FILENAME (not via the
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// RES table) -- which is why every resource-name search missed it. Drawn direct
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// from the render loop (BTDrawTranslocationSpheres, beside BTDrawBeams).
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//
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// SELF-CONTAINED ONE-SHOT: the engine keys this off the player's SimulationState
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// dial, but in our reconstruction that dial ALSO drives the camera/POV +
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// targeting, so pulsing it for the sphere regressed all of those (inside-view,
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// no-fire). Instead the respawn path (btplayer.cpp) calls BTStartWarpEffect at
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// the drop-zone origin and the effect plays its own collapse->expand -- touching
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// nothing but the render. (The BTTranslocationRenderable objects the entity
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// tree still builds for the replicant/POV wiring are now inert.)
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//===========================================================================//
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namespace {
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// Timings + scales are the engine's #defines (L4VIDRND.cpp:1765-1772).
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const float TLOC_COLLAPSE_TIME = 1.3f;
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const float TLOC_COLLAPSE_START_SCALE = 100.0f;
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const float TLOC_EXPAND_TIME = 1.0f;
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const float TLOC_EXPAND_END_SCALE = 150.0f;
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const float TLOC_ROTATE_RATE = 0.5f * 0.01745329222222f; // rad/frame
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// Timings are the engine's #defines (L4VIDRND.cpp:1765-1772). The authentic
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// scales are 100 (collapse start) / 150 (expand end); capped smaller here so
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// the sphere -- which is centred on YOUR own reinsertion point -- does not
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// envelop the camera and black out the view. Tunable via BT_WARP_SCALE.
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const float TLOC_COLLAPSE_TIME = 1.3f;
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const float TLOC_EXPAND_TIME = 1.0f;
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const float TLOC_ROTATE_RATE = 0.5f * 0.01745329222222f; // rad/frame
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float gWarpCollapseScale = 30.0f; // authentic 100
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float gWarpExpandScale = 40.0f; // authentic 150
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BTTranslocationRenderable *gTLocFx[64];
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int gTLocFxCount = 0;
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d3d_OBJECT *gTLocSphere = 0;
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int gTLocSphereTried = 0;
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d3d_OBJECT *gTLocSphere = 0;
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int gTLocSphereTried = 0;
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// The single active warp one-shot (one local player per node).
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int gWarpPhase = 0; // 0 idle, 1 collapse, 2 expand
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float gWarpT = 0.0f;
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float gWarpX = 0.0f, gWarpY = 0.0f, gWarpZ = 0.0f;
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float gWarpRot = 0.0f;
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}
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// The renderable objects the entity tree builds for the translocation wiring are
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// inert now (the warp is the self-contained one-shot below); the ctor/dtor just
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// satisfy MakeEntityRenderables.
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BTTranslocationRenderable::BTTranslocationRenderable(
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Entity *entity, int /*execution_type*/, dpl_VIEW * /*this_view*/,
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Entity *entity, int, dpl_VIEW *,
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StateIndicator *effect_trigger, Point3D *drop_zone, int effect_control_state)
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: BTRenderableBase(entity),
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myWatchedEntity(entity),
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@@ -2144,42 +2141,43 @@ BTTranslocationRenderable::BTTranslocationRenderable(
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myRotateY(0.0f),
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mySphereVisible(false)
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{
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// A player's render tree is rebuilt on respawn, so drop any prior (now
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// stale) sphere for the SAME entity from the active walk -- only the newest
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// steps + draws (the old renderable objects are owned/freed by their tree).
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for (int i = 0; i < gTLocFxCount; ++i)
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if (gTLocFx[i] != 0 && gTLocFx[i]->myWatchedEntity == entity)
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{
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gTLocFx[i] = gTLocFx[--gTLocFxCount];
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--i;
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}
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if (gTLocFxCount < 64)
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gTLocFx[gTLocFxCount++] = this;
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if (getenv("BT_TLOC_LOG"))
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DEBUG_STREAM << "[tloc] renderable created for entity " << entity->GetEntityID()
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<< " control=" << myControlState << " (active=" << gTLocFxCount << ")\n" << std::flush;
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}
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BTTranslocationRenderable::~BTTranslocationRenderable()
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{
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for (int i = 0; i < gTLocFxCount; ++i)
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if (gTLocFx[i] == this)
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{
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gTLocFx[i] = gTLocFx[--gTLocFxCount];
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break;
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}
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}
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//
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// Step every active translocation sphere's state machine and draw the visible
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// ones. Called from the render loop (L4VIDEO.cpp) with the frame's view matrix
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// + dt, so the sphere occludes against the depth already laid down by the world.
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// Kick the warp at a world position (called from the respawn path). Does NOT
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// touch player state -- pure render.
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//
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void
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BTStartWarpEffect(float x, float y, float z)
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{
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if (const char *s = getenv("BT_WARP_SCALE"))
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{
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float v = (float)atof(s);
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if (v > 0.0f) { gWarpCollapseScale = v; gWarpExpandScale = v * 1.33f; }
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}
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gWarpPhase = 1; // collapse
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gWarpT = 0.0f;
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gWarpX = x; gWarpY = y; gWarpZ = z;
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gWarpRot = 0.0f;
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if (getenv("BT_TLOC_LOG"))
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DEBUG_STREAM << "[tloc] warp start at (" << x << "," << y << "," << z
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<< ") scale=" << gWarpCollapseScale << "/" << gWarpExpandScale << "\n" << std::flush;
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}
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//
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// Play the warp one-shot: tsphere.bgf COLLAPSES onto the respawn point (scale
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// -> 1 over 1.3s) then EXPANDS to reveal the reborn mech (1 -> max over 1.0s),
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// rotating. Alpha pass (beside the beams) so it blends + Z-tests vs the world.
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//
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void
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BTDrawTranslocationSpheres(LPDIRECT3DDEVICE9 device, const D3DXMATRIX *view,
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float dt, Time frame_time)
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{
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if (gTLocFxCount == 0)
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if (gWarpPhase == 0)
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return;
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if (gTLocSphere == 0 && !gTLocSphereTried)
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@@ -2191,100 +2189,47 @@ void
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<< (gTLocSphere ? "OK" : "FAILED") << "\n" << std::flush;
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}
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if (gTLocSphere == 0)
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return;
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const int log_on = getenv("BT_TLOC_LOG") ? 1 : 0;
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static int s_logTick = 0;
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const int log_now = log_on && ((++s_logTick % 30) == 1);
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for (int i = 0; i < gTLocFxCount; ++i)
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{
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BTTranslocationRenderable *fx = gTLocFx[i];
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if (fx == 0 || fx->myTrigger == 0 || fx->myDropZone == 0)
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continue;
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const unsigned st = fx->myTrigger->GetState();
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float scale = 1.0f;
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switch (fx->mySphereState)
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{
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case BTTranslocationRenderable::TLoc_Idle:
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if (st == fx->myControlState)
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{
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fx->mySphereState = BTTranslocationRenderable::TLoc_Collapse;
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fx->myTimer = 0.0f;
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fx->mySphereVisible = true;
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}
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break;
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case BTTranslocationRenderable::TLoc_Collapse:
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{
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fx->myTimer += dt;
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float left = 1.0f - (fx->myTimer / TLOC_COLLAPSE_TIME); // 1 -> 0
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if (left <= 0.0f)
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{
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scale = 1.0f;
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fx->mySphereState = BTTranslocationRenderable::TLoc_Wait;
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fx->myTimer = 0.0f;
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}
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else
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scale = left * TLOC_COLLAPSE_START_SCALE + 1.0f; // 101 -> 1
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break;
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}
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case BTTranslocationRenderable::TLoc_Wait:
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scale = 1.0f;
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if (st != fx->myControlState) // respawned/translocated
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{
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fx->mySphereState = BTTranslocationRenderable::TLoc_Expand;
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fx->myTimer = 0.0f;
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}
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break;
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case BTTranslocationRenderable::TLoc_Expand:
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{
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fx->myTimer += dt;
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float used = fx->myTimer / TLOC_EXPAND_TIME; // 0 -> 1
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if (used >= 1.0f)
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{
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scale = 1.0f;
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fx->mySphereState = BTTranslocationRenderable::TLoc_Idle;
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fx->mySphereVisible = false;
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}
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else
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scale = used * TLOC_EXPAND_END_SCALE + 1.0f; // 1 -> 151
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break;
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}
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}
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if (log_now)
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DEBUG_STREAM << "[tloc] fx=" << i << " trigger=" << st
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<< " ctrl=" << fx->myControlState << " state=" << fx->mySphereState
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<< " scale=" << scale << " vis=" << (int)fx->mySphereVisible
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<< " at=(" << fx->myDropZone->x << "," << fx->myDropZone->y
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<< "," << fx->myDropZone->z << ")\n" << std::flush;
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if (!fx->mySphereVisible)
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continue;
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fx->myRotateY += TLOC_ROTATE_RATE;
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// world = scale * rotateY(myRotateY), translated to the drop zone.
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const float s = scale;
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const float c = cosf(fx->myRotateY);
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const float sn = sinf(fx->myRotateY);
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D3DXMATRIX m;
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m._11 = s * c; m._12 = 0.0f; m._13 = -s * sn; m._14 = 0.0f;
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m._21 = 0.0f; m._22 = s; m._23 = 0.0f; m._24 = 0.0f;
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m._31 = s * sn; m._32 = 0.0f; m._33 = s * c; m._34 = 0.0f;
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m._41 = (float)fx->myDropZone->x;
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m._42 = (float)fx->myDropZone->y;
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m._43 = (float)fx->myDropZone->z;
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m._44 = 1.0f;
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gTLocSphere->SetLocalToWorld(m);
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gTLocSphere->Draw(PASS_ALPHABLEND, view, frame_time);
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gWarpPhase = 0;
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return;
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}
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gWarpT += dt;
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gWarpRot += TLOC_ROTATE_RATE;
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float scale;
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if (gWarpPhase == 1) // collapse: (max+1) -> 1
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{
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float left = 1.0f - (gWarpT / TLOC_COLLAPSE_TIME);
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if (left <= 0.0f) { gWarpPhase = 2; gWarpT = 0.0f; scale = 1.0f; }
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else scale = left * gWarpCollapseScale + 1.0f;
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}
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else // expand: 1 -> (max+1)
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{
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float used = gWarpT / TLOC_EXPAND_TIME;
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if (used >= 1.0f) { gWarpPhase = 0; return; } // done
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scale = used * gWarpExpandScale + 1.0f;
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}
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if (getenv("BT_TLOC_LOG"))
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{
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static int s_lt = 0;
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if ((++s_lt % 15) == 1)
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DEBUG_STREAM << "[tloc] warp phase=" << gWarpPhase << " scale=" << scale
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<< " at=(" << gWarpX << "," << gWarpY << "," << gWarpZ << ")\n" << std::flush;
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}
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const float s = scale;
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const float c = cosf(gWarpRot);
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const float sn = sinf(gWarpRot);
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D3DXMATRIX m;
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m._11 = s * c; m._12 = 0.0f; m._13 = -s * sn; m._14 = 0.0f;
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m._21 = 0.0f; m._22 = s; m._23 = 0.0f; m._24 = 0.0f;
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m._31 = s * sn; m._32 = 0.0f; m._33 = s * c; m._34 = 0.0f;
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m._41 = gWarpX; m._42 = gWarpY; m._43 = gWarpZ; m._44 = 1.0f;
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gTLocSphere->SetLocalToWorld(m);
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gTLocSphere->Draw(PASS_ALPHABLEND, view, frame_time);
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}
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//===========================================================================//
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@@ -204,11 +204,6 @@ static_assert(sizeof(BTPlayer::MakeMessage) == 0xD0,
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static const char *SelfDestructName = "self destruct"; // &DAT_00524b38
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static const Scalar RespawnDelay = 5.0f; // death -> drop-zone hunt (@004c0830)
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// WARP (task #52): countdown from the respawn's DropZoneAcquired pulse to the
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// VehicleTranslocated flip that makes the translocation sphere EXPAND (reveal).
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// One local player per node, so a file-static holds it. <0 = idle.
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static Scalar sWarpExpandTimer = -1.0f;
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static const Scalar TicksPerSecond = 1.0f; // (see note in PlayerSimulation)
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//
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@@ -759,19 +754,6 @@ void
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Player::PlayerSimulation(time_slice); // FUN_0042e168
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// WARP (task #52): once the collapse has had time to play, flip the
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// SimulationState dial off DropZoneAcquired so the translocation sphere
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// leaves its "wait" phase and EXPANDS (reveals the reborn mech).
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if (sWarpExpandTimer > 0.0f)
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{
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sWarpExpandTimer -= time_slice;
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if (sWarpExpandTimer <= 0.0f)
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{
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sWarpExpandTimer = -1.0f;
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SetSimulationState(VehicleTranslocatedState); // state 2 -> expand
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}
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}
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if (
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(lastPerformance - lastConsoleUpdate) / TicksPerSecond >= CONSOLE_UPDATE_INTERVAL // _DAT_004c08fc
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|| application->GetApplicationState() == Application::EndingMission // app+0x88 == 6
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@@ -1068,22 +1050,16 @@ void
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//
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// WARP (task #52): fire the translocation sphere at our reinsertion.
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// Publish the drop-zone position into our DropZoneLocation attribute (the
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// sphere renderable draws there) and pulse the SimulationState dial to
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// DropZoneAcquired -- state 1, the sphere's COLLAPSE trigger.
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// PlayerSimulation flips it to VehicleTranslocated ~1.4 s later, which the
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// sphere reads as "reincarnate" and EXPANDS to reveal the reborn mech.
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// (Authentic trigger = the player's own SimulationState + DropZoneLocation
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// attribute; the flip-timer stands in for the engine's +1 s drop-zone
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// re-post choreography, which our sever-and-recreate respawn skips.)
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// Self-contained render one-shot at the drop-zone position -- it does NOT
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// touch the player's SimulationState (that dial drives the camera/POV +
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// targeting in our reconstruction; pulsing it for the sphere trigger
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// regressed all of those). The effect plays its own collapse->expand.
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//
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{
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Point3D *drop_attr = (Point3D *)GetAttributePointer("DropZoneLocation");
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if (drop_attr != 0)
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*drop_attr = message->dropZoneLocation.linearPosition;
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const Point3D &p = message->dropZoneLocation.linearPosition;
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extern void BTStartWarpEffect(float x, float y, float z);
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BTStartWarpEffect((float)p.x, (float)p.y, (float)p.z);
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}
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SetSimulationState(DropZoneAcquiredState); // state 1 -> collapse
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sWarpExpandTimer = 1.4f;
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}
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else if (deathCount == message->deathCount) // param_2[0xe] == param_1[0x80]
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{
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