- dpl2d API fully recovered from the binary recorders (@487f34-488630):
opcode model (points/lines/polyline/circle/color/width/matrix/push-pop),
CallList = INLINE include (state persists to caller), centered coordinate
frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework.
- BTReticleRenderable ctor @004cc40c transcribed with the authentic
calibration (originX .35, originY .25, scaleY .5, 0..1200m right range
ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings,
turn arrows); range caret slides from the live target range fed by the
mech4 targeting step (BTSetHudTargetRange).
- Weapon pips: the binary gate is IsDerivedFrom(0x511830 =
MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing
weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL
7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A
(lit, authored PipColor) on TargetWithinRange, else dark ring B.
- AddWeapon @004cdac0 store map corrected to the verified order
(part_014.c:4827-4837); both state attrs are literally named
"SimulationState" (strings @51d526/51d577) -> weapon simulationState.
- Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster
(0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag
table added to context/decomp-reference.md.
- Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary
Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked
in context/open-questions.md with the blx_cop canopy + PNAME pip meshes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Answers "does the wreck fade away?": YES, by sinking. FUN_00456410 (the 1996
sink renderable) computes offsetY = rate * t^2; the hulk's authored rate is
-0.025 -> the ~7-unit hulk is fully underground ~17s after the kill. The
script also pairs the standing hulk with the LDBR strewn-debris field (12x13u
flat scatter), parented together and sinking together.
Also verified from the mesh data: BLHDBR (1537 verts -- more than the intact
torso) IS the authored Blackhawk wreck: the classic standing-leg-in-rubble
sculpt. The "just a leg standing there" report is the authentic art.
(THRDBR -- the mesh the 1996 script hardcoded -- parses to ZERO vertices;
more evidence the hardcode was an unfinished dev shortcut.)
Implementation: SwapToWreck adds the ldbr piece; TickWreck applies the
quadratic sink per frame (driven from the dead mech's UpdateDeathState),
hides both pieces at burial and reports it so the wreck-smoke re-arm stops
with the wreck. DPLStaticChildRenderable::SetOffsetTranslation added
(Execute re-reads OrientationMatrix per frame -- same in-place idiom as
SetDrawObj).
Lifecycle verified live: kill -> 'blhdbr.bgf' + ldbr debris -> smoke re-arm
@10s -> wreck buried @~17s -> smoke stops.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>