--- id: open-questions title: "Open Questions — deferred systems, unknowns, get-from-Nick" status: living source_sections: "CLAUDE.md §9; docs/HARD_PROBLEMS.md; per-subsystem deferral notes" related_topics: [source-completeness, subsystems, multiplayer, combat-damage, locomotion] --- # Open Questions Known unknowns + deliberately-deferred systems. For each: what's known, what's missing, what would resolve it, status. Deferred ≠ broken — most are marked-and-guarded stand-ins with the authentic path scoped. ## From Nick (external — gating for some paths) - **[GATING] The BT game SOURCE CODE** — the missing implementation `.cpp` (mech, subsystems, mapper, HUD, app; see [[source-completeness]]). Without it, Route A (recompile original) is impossible; we reconstruct from the binary instead. Likely on a backup/dev drive. Status: OPEN. - Confirmation the PodPC image is the complete content master. (Low priority — the runtime `BTL4.RES` already has 8 maps + the full mech anim set.) Status: OPEN. - Pod specifics for Phase 8: the 7-monitor driver setup, the RIO cockpit I/O protocol, current Win10+wrapper pod config. Status: OPEN. ## BINARY-COVERAGE AUDIT discoveries (2026-07-13, 6-agent decomp census) [T1 verified-uncited] New unaccounted functionality no prior list knew (addresses verified absent from game/+context/+docs): - **✅ `BTL4VideoRenderer::StartEntityEffectImplementation` @004d097c — DONE (2026-07-13) [T2].** The per-zone EFFECT DISPATCHER (+helpers @4d0c14 StopAll / @4d0c5c) is reconstructed (btl4vid.cpp:889) + WIRED: `MechDamageZone` change → `BTStartZoneEffect` → RendererManager::StartEntityEffect → this virtual → the band effect ATTACHED to the struck zone's segment (smoke/fire follows the mech); the Destroyed descriptor fires on kill (mechdmg.cpp:1120). Band smoke/fire (psfx ≥1000) render through the live PFX layer (BTStartPfxAttached); the 3-15 specialfx band + scaling booms/flames render through the reconstructed L4VIDEO specialfx engine + `ScalingExplosionRenderable` (see next bullet). **LIVENESS-VERIFIED (2026-07-14):** `BT_CRIT_PROBE=8` on solo DEV.EGG (hammers a local zone) drove the full chain — `[zonefx] entity 1:321 seg 12 psfx 12/13 at(527,5.8,-669)`: TakeDamage → the mechdmg damage-effect loop → BTStartZoneEffect → StartEntityEffectImplementation resolves the struck segment's world pos → BTStartPfxAttached. (The 2-node harness `scratchpad/fx_liveness.sh` did NOT engage — nodes spawned but never targeted/drove into combat, `mechPicks=0`; an MP-harness spawn/connect issue, orthogonal to FX. `BT_CRIT_PROBE` is the reliable solo FX-liveness path.) - **✅ The impact/destruction FX visual chain — RECONSTRUCTED (Fire VISUALS wave 48c9c84 + Impact-FX FORENSICS wave 065c114, 2026-07-12/13) [T2].** The i860-firmware-decoded specialfx engine (L4VIDEO.cpp: `specialfxN` descriptor pages, per-round detonations, authored firesmoke sheet, vertex-alpha effect cards), the case-4 wreck dressing, and `ScalingExplosionRenderable` (L4VIDRND.cpp:3413 — real ctor/Execute, the scaling-boom motion) are all live. The audit's six renderable-body addresses (@4540ac/45447c/455eb8/456cf0/4589e0/458e5c) map to this reconstructed set; a byte-level coverage cross-check of each vs the raw bodies is a minor open audit, NOT a dead chain. (NOTE: the `//STUBBED: DPL RB 1/14/07` markers scattered in L4VIDRND are benign 2007 empty ctor/dtor notes on UNRELATED renderables — InnerProjectile/DPLObjectWrapper/ChildLight — not the explosion FX; do not mistake them for a gap.) - **FUN_00472480** (273 ln) — unnamed analog→discrete stepper Execute in the gauge band (hysteresis + key-repeat), no caller found; the one hole in "gauge system complete". Settle via vtable lookup (plausibly a config/roster scroller). - **FUN_00454a70** (193 ln) — the PNAME1-8/PLACE1-8.bgf MP name-billboard loader (the known "MP target identification" gap's exact function). - ✅ **Explosion::SplashDamage @0042fad0 — RECONSTRUCTED (task #62, 2026-07-13) [T1/T2].** ONE call site, **Missile::Perform (FUN_004bef78, part_013.c:10097)**, in the collision branch (fires on ANY missile impact — mover OR world), gated on `missile+0x360`, radius = `missile+0x364`. **Radius source corrected:** it is the ROUND's OWN GameModel (type-0xf) `+0x50`, seeded from the launcher's linked **AmmoBin `ammoModelFile @0x1e8`** (part_013.c:8778 → missile ctor SearchList @10184) — NOT the launcher's `ExplosionModelFile`. The MissileThruster parser `FUN_004bf8ec` writes `"SplashRadius"` to +0x50 (size-0x54 record). Burst falloff `baseBurst / dist^exp` floored at 1 (arcade 1.25 / WinTesla `EXPLODE.cpp:209` 1.2f). Only missiles splash (AC tracer is not a Missile). The engine `EXPLODE.cpp` diff is DONE — the T0 source confirmed the model; the only 1995-vs-WinTesla drift is the exponent. Port: `BTResolveSplashRadius`/`BTApplySplashDamage` (mech4.cpp), see [[combat-damage]]. **Remaining T3:** the per-player enable sub-gate `missile+0x360 = BTPlayer+0x264` (its writers read as a per-frame toggle, not a config flag; the `showDamageInflicted@0x264` label is a guess) — port treats authored `SplashRadius>0` as the enable. The mech's `DeathSplashDamage`/`DeathSplashRadius` (mech+0x520/0x524) stay **VESTIGIAL** (written, never read; no mech-death splash mechanic — death is visual only). - **The binary's own VelociRender BGF/BMF/BSL/VTX loader (~4,550 ln, dead code)** — a free ground-truth cross-check for [[bgf-format]]/[[asset-formats]] claims. Full ranked audit: the workflow output (2026-07-13); top-10 ranking cross-checked against this register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTORY in the KB (task #8 "landed" vs the kShotDamage=12 bring-up residue) — audit before reworking. ## Deferred subsystems / feeds (authentic path scoped, marked in code) - **Searchlight-driven fog swap — DEFERRED, and it is an ORIGINAL 1995 LATENT BUG (task #63, 2026-07-13) [T1 decomp].** The arcade swaps fog between `fog=` (lights on) and `nosearchlightfog=` (off) via `PullFogRenderable` watching the Searchlight's `lightState`. It never fires — in the PORT because `PullFogRenderable` is never constructed, AND in the BINARY ITSELF because the Searchlight never lights: `ToggleLamp` (@004b860c) toggles `commandedOn` @0x1DC but `SearchlightSimulation` (@004b841c) reads `requestedOn` @0x1E0, which is zeroed by the ctor and never written — no 0x1DC→0x1E0 bridge exists (self-consistent sibling ThermalSight reads the field it toggles, 0x1DC). So `lightState` is perpetually 0. The port reproduces this faithfully (searchlight.cpp:189). **DECISION: left as-is + documented (faithful to the buggy original); port keeps the static lights-ON `fog=`.** A working swap is a DESIGNER-INTENT deviation, fully scoped if ever wanted: (1) sim reads `commandedOn` (mirror ThermalSight); (2) construct `PullFogRenderable` at btl4vid.cpp `MakeMechRenderables` reticle-build/inside pass (== arcade part_014.c:5173, Dynamic, bound per Searchlight `lightState` via a new `LightStatePtr()` accessor); (3) a toggle input (the authentic cockpit button-5→`ToggleLamp` dispatch is a controls-family reconstruction; a dev key stands in). Also flags a deferred **`Mech::ControlsAllowLights()`** (searchlight.hpp:158 stub). See [[rendering]] fog section. Verified inert live: BT_FOG_LOG shows zero `SetFogStyle(2/3)`. - **Factory capability-roster loops 2-4 are STILL DEAD (task #57 discovery).** mech.cpp's post-roster loops add to `heatableSubsystems`(0x51155c)/`weaponRoster`(0x511830)/ `damageableSubsystems`(0x50e4fc) through the local `SubProxy` stub whose `IsDerivedFrom` RETURNS 0 — so those three mech-level rosters stay EMPTY (whatever consumes them sees nothing; weapons demonstrably work through other paths, so audit consumers before assuming impact). Loop 1 (the watcher CONNECT, 0x50e604) was reconstructed for real in task #57 — use the same bridge pattern (family-side derivation test + typed body) for the other three. [T2] - **Initial-snapshot torso record carries no twist extras**: the replicant's blind +0x10 read can latch 0xCDCDCDCD ONCE at spawn until the first real twist record; clamps contain it (invisible on fixed-torso mechs). Binary-authentic blind read — fix only if a visibly wrong spawn pose ever surfaces. See [[multiplayer]]. [T2] - **✅ 0xBD3 SubsystemMessageManager — UNTANGLED + LIVE (task #7, 2026-07-11) [T1/T2].** Both halves landed: (1) the factory case builds the REAL messmgr (ctor @0049bca4, 0x130, static reconstruction messmgr.cpp) cached at `mech+0x434` — the binary-wide census found exactly ONE reader (@0x4b984b in `MechWeapon::SendDamageMessage` @004b9728, which was ALSO mislabeled, as "DrawWeaponPip"); every mapper consumer re-pointed to roster slot 0 (`MappingMapper()`; `SetMappingSubsystem` @0049fe40 touches only slot 0); non-viewpoint mechs carry a slot-0 demand LATCH ([T3] accommodation for the port's wider drive/gait reachability). (2) The authentic CONSOLIDATED damage delivery is live: the beam path submits TakeDamage into `AddDamageMessage` → per-frame `ConsolidateAndSendDamage` (@0049b784) builds ONE `Entity::TakeDamageStreamMessage` (id 0x13, wire-verified 0x34+4+N×12) dispatched at the victim, whose T0 handler (ENTITY.cpp:817) re-splits it; replicant victims reroute cross-pod. Explosion bundling (weapon+0x3E4 per record, unique-queued, Explosion::Make at the impact) implemented; TWO latent chain-purge bugs fixed (records re-applied every tick). RESIDUE ([T3], next task): the weapon-side submission with per-weapon `damageData` + `inflictingSubsystemID` awaits the DAMAGE-ECONOMY reconciliation (authored 0.25-scale amounts vs the bring-up kShotDamage=12); the 0.1s explosion stagger + the terrain-hit derivation check are noted in messmgr.cpp. ⚠ The earlier "0xBD3 gates the valve/Myomers" claim remains WRONG (those read the owning BTPlayer at mech+0x190 — see the next entry); the old wiring notes are superseded by this landing. - **✅ `mech+0x190` IDENTIFIED (2026-07): it is the owning `BTPlayer`** (`Mech::GetPlayerLink()`, `MECH_OWNING_PLAYER`; ENTITY.h:430). Set by `FUN_0049f624` (the mech↔player bind: `mech+0x190 = player` AND `player->playerVehicle(+0x1fc) = mech`), which resolves the player from the mission player registry (`app+0x2c+0x54`, `FUN_0041fd18`) by the pilot key. The valve/Myomers "gates" read the owning player's fields at `player+0x260` and `player+0x274` (the reconstruction maps this block as `showDamageReceived@0x25c / showKills@0x260 / showDamageInflicted@0x264 / roleClassIndex@0x274` in btplayer.hpp — from the SCORING work, so the names may NOT match the gate semantics; the true meaning + the WRITER of `player+0x260/0x274` are not yet pinned — part_013.c:4553-4660 is the TorsoSimulation, a different object, not the setter). So there is NO new subsystem to build. **The wiring (small):** point `MechSubsystem::IsDamaged()` (`FUN_004ac9c8`, valve guard) at `GetPlayerLink()->`(0x274) and `Myomers::OwnerAdvancedDamage()` (`FUN_004ad7d4`) at `GetPlayerLink()->`(0x260) — via NAMED members (databinding trap: our BTPlayer layout ≠ binary; do NOT raw-read `player+0x260`). ⚠ Resolve first: (a) a naming conflict — `FUN_004ad7d4` is labeled BOTH `HeatModelActive` (heat.hpp) AND `OwnerAdvancedDamage` (myomers.cpp); re-verify which body is which; (b) the true semantic of `player+0x260/0x274` vs the scoring-derived `showKills`/`roleClassIndex` names. NOTE: these are MODE flags — in the basic test mission the inert Myomers / dormant valve is likely AUTHENTIC (advanced damage off); wiring makes them RESPOND when a mission enables the mode, not necessarily change the basic-mission behavior. The MessageBoard feed is separate (StatusMessagePool, below). - **✅ Authentic target acquisition RECONSTRUCTED (tasks #36/#39, 2026-07-08)** — the `Reticle` pick-ray chain is LIVE (see [[combat-damage]] Targeting for the full port map): the crosshair = **torso boresight** (NO free-aim mouse — the pod stick twisted the torso; you steer to aim) → pick ray → per-frame lock (boresight ON the mech = locked; off = none) → aimed zone damage + designator hotbox; `BT_FIRE_ARC` is opt-in-only now. Firing needs a target but NOT a manual lock/pinpoint — the target is AUTO-acquired (task #40, binary-verified: FireWeapon doubly-gated on mech+0x388, but 0x388 has 11 reads / 0 direct stores across CODE → set indirectly). Residue: (a) the binary's own per-frame reticle→mech copy + the AUTO-TARGET SELECTOR are still in an un-exported gap (a message/selector; our port auto-targets the single living enemy — for MP, reconstruct the real multi-target selection: nearest/most-aligned/cycle); (b) the eyepoint now rides the parent DCS (task #55 authentic eye), so torso pose reaches the view; on a TWIST-CAPABLE mech (selectable via `BT_FORCE_MODEL`) the crosshair should deflect with the torso twist (`BTTwistToReticleX` is wired for it) AND the torso should visibly lead the legs — verify the reticle deflection on a twist mech (the BLH is fixed-torso, boresight always centred); (c) pre-burial, the pick still tests the sinking wreck's collision box at its parked position (pre-existing wreck-targeting behavior). - **✅ WORLD STRUCTURES (garages/walls) now targetable (task #50, 2026-07-15)** — the world-pick's non-mech tier previously only sampled the visual heightfield (`BTGroundRayHit`), which on arena1 is a single flat `'sky'` ground mesh → shots passed THROUGH the garages and only mechs moved the range axis (user-reported regression). Resolved by ray-testing the **zone's static collision solid tree** (the geometry that already blocks the walk) via the authentic engine query `Mover::FindBoxedSolidHitBy`'s static-world tail — factored into `Mover::FindStaticSolidHitBy` + `Mech::WorldStructurePick`. See [[combat-damage]] "WORLD STRUCTURES ARE TARGETABLE". This also closes the old "0x388 writer is un-exported / unknown world-pick mechanism" residue: the authentic non-mech world pick is the static-solid-tree ray query (`BoxedSolidTree::FindBoundingBoxHitBy`), the same one `FindBoxedSolidHitBy` uses for mover-vs-world collision. Interactive aim is user-verified (headless has no `BTGetAimRay`); the `BT_WSWEEP` ray-fan is the headless proof. - **Cockpit HUD leftovers (tasks #35-#38 residue, 2026-07-08)** — the reticle + 7 weapon pips + ALL the instrument dynamics are LIVE (the Execute @004cdcf0 gap was RECOVERED via capstone disasm, task #37; the authentic Lock producer + the simple-X mode landed in #38 — see [[gauges-hud]] for the full instrument map). Remaining: (a) the **`*_cop` canopy shell** — SOLVED for all 8 (task #55): authentic eye + the PUNCH stencil-cut kit + double-sided cop geometry + unlit constant frame colour (`BT_COP_FRAME`) — see [[cockpit-view]] Rendering/FINAL; shows by DEFAULT now (`BT_HIDE_COCKPIT=1` hides). NOTE the old claim here ("canopy windows are punch texels") was WRONG — the shell has no texture; the openings are geometry. ✅ RESOLVED (2026-07-11): PUNCH = a 3-chunk STENCIL-CUT kit (mask/hull/twin, i860-firmware-decoded) executed as a D24S8 stencil cut; visible canopy = hull-minus-apertures ([[cockpit-view]] §FINAL). All 8 mechs render connected dark frames with clear viewports (the intermediate "frameless bhk1/loki/vulture/avatar" reading was wrong); thor matches the pod footage exactly. Eye placement verified exact per-mech incl. Thor's +1.13 offset cockpit ([[cockpit-view]]). (b) the **3D marker chain** ([0x31c]/[0x320] dpl objects + the PNAME1-8.bgf player-name meshes over the locked target — matters for MP). (c) the compass rotation SIGN is derived-not-verified [T3] (turn left → the stem should swing right; flip the sin sign in Draw if footage disagrees). - **✅ StatusMessagePool / MessageBoard — LIVE (2026-07-12) [T1/T2].** Decoded: FUN_0042e580 = the engine `Player::AddStatusMessage` (chain add at +0x1e4); FUN_0042e5a0 = `StatusMessageUpdate` (+0x1dc = the displayed message; +0x14 displayTime countdown, expiry-deleted) — ALL already in the engine [T0 PLAYER.cpp]. The ONE binary producer = BTPlayer::ScoreMessageHandler's KILL branch (@004c02e4 type-2): pool-alloc @00512f6c + ctor(victim's player, strip 0, 6.0s) + AddStatusMessage. Port: engine `new Player__StatusMessage` + Register_Object (the engine reclaims with delete — the binary pool is an allocation detail); consumer = BTResolveMessageBoard reads the mission player's statusMessagePointer + resolves the name via Mission::GetSmallNameBitmap; the board's SetSource binder (no recovered caller) is replaced by a lazy viewpoint-entity bind in Execute. Ticker pops on BOTH nodes (each node's death transition posts its local KillScore). - **Gyroscope (0xBC4) — RE-ENABLED LIVE (task #56, 2026-07-10).** The NaN revert's root causes are fixed byte-exact (ctor field map @004b3778 — springConstant@0x1E8/dampingConstant@0x1F4 were mislabelled, the 0x254-0x2B3 block was missing, clamps/accumulators uninitialised; the integrators' state-minus-target/componentwise-damping-overwrite/X-Z-crossing semantics; the writers' one-node-two-channels form; dispatch from the MECH performance tail, not the gyro Performance). Layout locked (sizeof==0x3D0); runtime clean (joints type 5, finite state, no NaN). Empirical: spring targets are SYMMETRIC → eye equilibrium (0,0,0) → the gyro is a ±0.1-0.15u BOUNCE mechanism, NOT a steady offset (the earlier hypothesis is disproven). **FAN-OUT LANDED (2026-07-11):** FUN_004b2980 re-disassembled from raw bytes and reconstructed (`Gyroscope::ApplyDamageResponse`) + wired at the take-damage hub, the crushable crunch and the firing recoil — the hit-BOUNCE is live and verified (damped eye oscillation, no NaN). REMAINING (task #56 tail): (a) the alternate-gait engage jolt + engaged-gait rumble (@4aa158-4aa365 — [T3] gate naming, mutates the #49/#50-stabilized gait machine; byte recipe in the wf_6880e605 synthesis); (b) the mech+0x3F0 overspeed sway model (swayBias fed 0); (c) the per-frame `EyepointRotation.pitch = torso pitch` writer (FUN_004b66b4) + mapper glance-look states (FUN_004afd10 — yaw/pitch from mech+0x564..0x570); (d) senders filling `Damage::damageForce` for directional bounce (random-fallback is binary-legal meanwhile). Also: `deathAnimationLatched`/`legResetLatch` were never ctor-initialised (0xCDCDCDCD gate bug, fixed in mech.cpp ctor). See [[cockpit-view]]. - **MechControlsMapper look/eyepoint commit** — reconstructed but its offsets collide with declared members; arbitrate before enabling (no port consumer yet). (The fire-trigger-through-mapper is NO LONGER the bring-up: the `gBT*Trigger` globals are retired / never-read — the authentic LBE4 buttonGroup path replaced them, task #5 `8ed6184`.) - **✅ Weapon groups — the AUTHENTIC defaults + fire path LIVE (task #5, 2026-07-11) [T1/T2].** The system decoded end-to-end: a fire "channel" = a physical `buttonGroup` slot in the global `LBE4ControlsManager` (fire buttons 0x40 Trigger / 0x45 Pinky / 0x46 ThumbLow / 0x47 ThumbHigh); binding = a permanent mode-0x10000 DIRECT mapping button → the weapon's **TriggerState** attr (id **0x13**, = `fireImpulse@0x31C`; the binary MechWeapon table's ONLY attribute @0x511890); the weapon self-edge-detects (CheckFireEdge @4b9608). **The default grouping is NOT messages — it is the per-mech type-6 controls-map resource in BTL4.RES** ("Thrustmaster"/"L4" variants; e.g. madcat: Trigger={4 weapons}, ThumbHigh={2}), installed at `MakeViewpointEntity` by the ENGINE's `CreateStreamedMappings` (T0, L4CTRL.cpp) — which the port already called; it needed only the TriggerState attribute published (id PINNED to 0x13 — our attr-id chain is 6 short of the binary's; full binary attr-table dump in the task #5 scan) + an input feed. Keyboard now pushes press/release edges into the buttonGroups (SPACE→Trigger, '2'→ThumbLow, '3'/CTRL→ ThumbHigh; BT_AUTOFIRE pulses the Trigger); the gBT*Trigger bypasses + pulse hack are retired. VERIFIED 2-node at the BINDING level (⚠ honest correction, task #8: those kills still flowed through the retired mech4 bring-up block -- the emitter DISCHARGE chain was latched shut by the NaN edge bug below until 2026-07-11; the full weapon-fire chain is now verified solo). - **✅ THE CONFIG-MODE SESSION — RECONSTRUCTED (task #6, 2026-07-11) [T1 anchors].** The pod's in-cockpit weapon-REGROUPING UI, fully decoded from the binary + T0 engine: * **The flow**: the pilot HOLDS a weapon's configure button (a per-weapon type-6 EventMapping, id 9, on the MFD-quadrant aux panels; e.g. BTL4.RES @0xAA3DC) → MechWeapon handler id 9 "ConfigureMappables" @004b9550 (table @0x511860; the old "Myomers fns" label swept) → mapper(slot 0)->EnterConfiguration @004d1840 (vtbl+0x38): StartMappableButtonsConfigure (T0 CONTROLS.cpp:291 -- latches the active weapon for the gauge, flips the GLOBAL mode NonMapping 0x10000 → Mapping 0x8000, so every normal fire mapping goes dormant), re-arms the held button (+0x8000, id 9), temp-maps the four fire buttons 0x40/0x45/0x46/0x47 → id 10. Tapping a fire button → handler id 10 "ChooseButton" @004b95b8 → RIO AddOrErase(direct) @004d262c: buttonGroup[v-1].AddOrErase (0x10000, &fireImpulse) — a TOGGLE; the permanent 0x10000 instances ARE the commit. Release → ExitConfiguration @004d18dc: StopMappableButtonsConfigure + strip the 0x8000 layer. Only the RIO (pod) mapper implements AddOrErase; L4/Thrustmaster carry RET no-ops @004d195c/@004d1964 (a joystick cockpit cannot regroup). * **Vtable truth (swept)**: base @0050F45C +0x38 Enter(Fail @004b0280) / +0x3C Exit(Fail @004b029c) / +0x40 AddOrErase-event(Fail @004b02b8) / +0x44 AddOrErase-direct(Fail @004b02d4) / +0x48,+0x4C Notify pair. There is NO "secondary vtable @0050f498" and NO "CreateTemporaryEventMappings" virtual (RP-name drift). @004afbc4 (the mapper's shared aux/zoom handler) is a pure Fail thunk ("Unhandled button mapping!", line 0x7a), not an AddOrErase router. * **Port landed**: MechWeapon handlers 9/10 + the GetMessageHandlers() accessor chain (MechWeapon → Emitter/ProjectileWeapon → MissileLauncher, + GAUSS/PPC.CPP; dispatch resolves through the CONCRETE class's SharedData — the empty per-class sets silently swallowed the messages); the 6-arg Enter/1-arg Exit reshape; the L4 Enter/Exit full bodies; MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (the old hostEntity/subsystemId2 labels were wrong; MechWeapon ctor defaults the destination to &fireImpulse per @004b99a8); dev harness = HOLD 'G' (BT_CONFIG_SLOT selects the weapon; BT_CONFIG_TEST scripts a headless session). * **ConfigMapGauge finding [T1]**: the shipped binary NEVER enables it — no caller of SetColor @004c6ee0 exists (the only child accesses are BecameActive/SetEnable forwards), so color stays 0 and Execute early-outs: the gauge is authentically DORMANT in BTL4OPT. The state loop is now reconstructed anyway (@004c6f1c: 4 {y,button} pairs from DAT_00518eb4 = {13,Pinky}{37,ThumbLow}{61,Trigger}{85,ThumbHigh}, x=0xc; buttonGroup[btn].GetMapState(controlDestination, subsys, controlMessageID, 0x10000) → cm_off/cm_other/cm_only/cm_both), behind the PORT dev enable BT_CONFIGMAP=1. * **Bonus [T1]**: the binary MechWeapon ATTRIBUTE table @0x511890 has ELEVEN entries (0x12 PercentDone .. 0x1C WeaponState) — future gauge-wave feeds; the "TriggerState is the only MechWeapon attribute" claim was wrong (fixed in mechweap.hpp). * Tails: weapon+0x110 (write 0/-1 on session open/close; port name vitalSubsystemIndex) has NO confirmed reader yet; @004d1acc (+0x48 L4 Notify override) is unexported — re-export from Ghidra. * **Task #12 (2026-07-11) [T2]: the PoweredSubsystem POWER-ROUTING handlers landed** -- ids 4-8 registered (table @0x50F4EC): SelectGeneratorA-D = FindGeneratorByNumber (@004b0b18 ROSTER walk matching generatorNumber@0x1E0) -> AttachToVoltageSource -> modeAlarm=Connected; ToggleGeneratorMode (@004b0abc) = <2 -> AutoConnect, ==2 -> Detach + ManualConnect. Weapons inherit via the MechWeapon handler chain (the old qualified GetMessageHandlers() calls silently resolved to the engine Receiver ROOT set -- same trap as the task #6 weapon handlers). The AutoConnect hunt's GetSegment() scan corrected to the subsystem ROSTER (the +0x128 gotcha). Desktop: F5-F8 assign the selected weapon (BT_CONFIG_SLOT) to Generator A-D, F9 toggles Manual/Auto; BT_GENSEL_TEST scripts a headless re-tap. Note: Myomers/Sensor still chain the root set (their binary tables unverified) -- extend if aux maps prove they receive these ids. TWO MORE TRAPS found landing this: (a) MESSAGE_ENTRY tables must be function-local statics INSIDE the accessor (cross-TU static-init order emptied the table -- see [[reconstruction-gotchas]] #9 last bullet); (b) **FUN_004ac9c8 is NOT IsDamaged** -- raw body: `owner(+0xD0) -> mech+0x190 player -> roleClassIndex(+0x274) == 0` = the ROOKIE-role lockout for advanced cockpit systems (port bridge BTPlayerRoleLocksAdvanced, btplayer.cpp; NULL player = unlocked [T3]; bring-up role defaults to 2 = unlocked). AUDIT TAIL: the other powersub.cpp sites annotated FUN_004ac9c8 (the coolant-draw gate ~:427, ForceShortRecovery ~:444, the Generator/PowerWatcher site ~:1085) still call the heat-family IsDamaged (simulationState != 0) stand-in -- each needs its raw fn re-checked and swapped to the role bridge where the binary calls 4ac9c8. - **Myomers authentic coupling** — the structural un-stub is INERT (mover feed + heat-gen no-op). Real coupling needs the advanced-damage gate (`OwnerAdvancedDamage`/`FUN_004ad7d4` → the owning **BTPlayer** `mech+0x190`+0x260, NOT 0xBD3 — see the mech+0x190 item above) + `MoverAttach` routing into the LIVE JointedMover (must be reconciled with the gait cutover first). - **SeekVoltageGraph** — 4 Seek* attrs unpublished (a cluster-child, not config-called; non-blocking). - **✅ DAMAGE ECONOMY — AUTHENTIC (task #8, 2026-07-11) [T1/T2].** The whole economy closes: `_DAT_004bafbc` is an x87 float80 = **1e-7** (the port's kDamageScale=1.0 was the mystery) -- it cancels the ctor's ×1e7 energy bookkeeping, so **damagePortion = authored DamageAmount × (charge/seekV[rec])²** (port: the closed form at fire time; the bring-up charge cycle keeps the degenerate EC=1 electrical model). Authored values (BTL4.RES type-0x11, +0x19C; scanner scratchpad/scan_weapsub.py): madcat AC=25/LRM15 salvo=50/ERLL=6/ERSL=2; bhk1 PPC=12/SRM6=35/ ERML=3.5. Zone model already byte-exact (Δlevel = amount/armorPoints, legs ×0.5; armor dump in the task #8 synthesis) → the pod's 4-8-hit heavy-weapon pacing. The weapon-side SendDamageMessage (@004b9728) is LIVE from Emitter::FireWeapon (damageData filled incl. **damageForce = target−muzzle → the gyro's directional hit-bounce feed**); the mech4 bring-up damage block + flat kShotDamage are retired to diag hooks **(CORRECTED, task #60: `kShotDamage=12` was only HALF-retired — still LIVE at the kill-score `mech4.cpp:1551` until task #60 replaced it with `lastInflictingDamage`, the real killing-blow magnitude; only the cross-pod force hook `mech4.cpp:3255` was env-gated. See the task #60 reconciliation below).** **ROOT-CAUSE find: the CheckFireEdge NaN latch** -- TriggerState carries ControlsButton INTS (release −65 = a negative NaN); the binary's x87 unordered-compare treated it as "released" but an IEEE-correct float compare latched the detector shut after the first release (why the emitters never discharged in-game until now); fixed with bit-pattern sign compares (@004b9608). Residues [T3]: heat stays on the bring-up scale (authentic = heatCost×1e7 energy units, the missile path already feeds it -- the HEAT-CALIBRATION audit); LODReuseHysteresis corrected 0.82→0.33 (a double); the MP beam-kill live-verify awaits a clear-sightline spawn (mechanism identical to solo; force-dmg cross-pod cycles verified). - **✅ DAMAGE-ECONOMY RECONCILIATION (task #60, 2026-07-13) [T1/T2].** Full 5-path audit vs the decomp (5-finder + adversarial-verify workflow). **Clean as-is:** energy beam (`emitter.cpp`, closed form byte-exact; `_DAT_004bafbc` dumped = x87 1e-7), autocannon (`projweap.cpp`, full authored DamageAmount from resource +0x19C; the 0.0625 at :667 is the shooter's own gyro recoil, not the round), zone-armor BASE model (`damageLevel += amount·damageScale[type]`, engine DAMAGE.cpp:379, legs ×0.5, 1.0=destroyed). **3 stand-ins FIXED:** (A) `mechdmg.cpp:451` `mech->stance` (phantom, perma-0 → the leg-shot-out fall/death branch was DEAD) → `MovementMode()` (mech+0x40, @part_012.c:6910); (B) `mechdmg.cpp:458` `IsAirborne()` (always-0 stub) → `IsDisabled()` (@0049fb54) — the task-#52 wreck-graphic corruption fixed AT SOURCE (was only masked by the IsMechDestroyed latch); (C) `mech4.cpp:1551` flat `kShotDamage=12` kill-score → `lastInflictingDamage` (real killing-blow, latched in TakeDamageMessageHandler; the score handler @0x4c02e4 derives the whole kill award from it, so a flat 12 scored every kill identically). Phantom `int stance` slot reused for `lastInflictingDamage`. **KB corrected:** the "damageScale[5] EVEN=1/armorPoints" prose is a mild inaccuracy — the array is 5 cells indexed by damageType directly (Collision/Ballistic/Explosive/Laser/Energy); the per-type value IS ≈1/armorPoints for the destructive types (net model unchanged). See [[combat-damage]]. - **DEFERRED (task #60-D): the missile CLUSTER model.** The port fires N flying rounds each carrying `authored/N` damage (net salvo total = authored, so per-armor damage is correct), but the binary (@004bcc60) fires ONE missile whose `burstCount` is a RANDOM cluster-hit roll (`min(rand(0..N-1)+N/4, N)`, FUN_004bef78) applied to ONE cylinder-resolved zone. The port thus loses (i) cluster-hit VARIANCE (always full N) and (ii) single-zone CONCENTRATION (N rounds scatter across zones). Net-neutral on total armor, so LOW priority. **OPEN semantic gating the severity:** does `burstCount` multiply ARMOR damage or only the gyro kick? DAMAGE.h:49-54 [T0] says "times to apply the damage" (→ apply-count → port total authentic); settle by reading the consumer chain FUN_004bef78 → FUN_004be078 → EXPLODE.cpp:209-210 (does it loop burstCount over DamageZone::TakeDamage or apply once?). Fix only if made byte-faithful (roll clusterHits, thread `burst` through BTPushProjectile, one damage-bearing round + rest visual-only). - Also open (bring-up, not stand-ins): `scoreAward=0` (btplayer.cpp:1526 — the authentic kill bonus lives in the un-exported master-perf writer 0x4a9770-0x4ab188, T4); the exact authentic kill `damageAmount` from that same writer (msg+0x24) is unrecovered — the killing-blow magnitude is the faithful stand-in until it is. - **HEAT (task #9, 2026-07-11): authentic 1e7-unit heat LIVE; conduction ROUTING defect remains [T2/T3].** Landed + byte-anchored: emitters emit `heatCostToFire x 1e7 x (charge/seekV)^2` (closed form; PPC = 1.1e8 -> +632 K on its 174000-mass sink); the missing projectile/missile heat adds (raw pre-scaled resources); the bank's AMBIENT RADIATOR @4ae73c (the system's only heat exit: relax toward 300 K, conductance x 0.1 x HeatSinkCount [_DAT_004ae974 float80 = 0.1 -- the audit's "1.7375" was a misread]); the link-attach guard corrected (skip = the 0xBBE bank, NOT Condenser -- the inversion had closed the system); three coolant epsilon corrections (0.0025/0.003/1e-4 for the old single 1e-4) + CoolantCapacityScale = 0.05 float80 (both prior readings wrong). Verified: heat flows, exits (~2/3 of a 1e10 spam run drained), weapons overheat under max-rate autofire exactly as the authored-constant simulation predicts (thermal spam is unsustainable BY DESIGN; the authentic overheat cutout is the FailureHeat CHARGE-HOLD -- `ResetFiringState` + currentLevel=0 until it cools, @004baa88 -- NOT a range collapse. ⚠ CORRECTION (`aab7a8a`, task #50): effectiveRange = (1 - HOST-ZONE damage) x weaponRange reads `Subsystem::damageZone->damageLevel` (weapon+0xE0), NOT heatLoad; the old "heatLoad -> effectiveRange 0" mechanism here was the same @0xE0-DamageZone-vs-heat misattribution fixed in heat.cpp:803). - **Task #10 -- the "scrambled routing" RESOLVED (2026-07-11) [T2].** The routing was NEVER scrambled: a `[heat-link]` attach log proved every subsystem links its authored sink exactly (bhk1: PPC_1->C4, PPC_2->C6, ERM_1/2/3->C1/C6/C4, SRM6s->C2, generators->C1/C2/C3/C5, condensers+reservoir->bank@slot2). The "pools in Condenser1" observation was the DIAGNOSTIC-SAMPLER ALIASING trap (one shared static 1-Hz timer, pendingHeat-gated); the census log is now per-instance. The REAL defect was the fire RATE: emitter.cpp's local `FUN_00417ab4` stub returned NULL, so although the PoweredSubsystem ctor attaches the authored generator to `voltageSource@0x1D0`, the Emitter TU could never see it -- the whole electrical model was inert and the E7 force-charge recharged every emitter in ONE frame (~0.3 s cycle, 1501 fires/90 s, ~1.7e9 heat/s input). Fixed authentically [T1, disasm + byte-verified constants]: * Emitter ctor @004bb120: seekVoltage[i] = authored fraction x generator ratedVoltage (authored 10000); EC = energyTotal/(seekV[rec]^2 x 0.5); **voltageScale@0x310 = (RechargeRate / -ln(1 - 0.0001 x seekV)) / EC** -- the exponential charge reaches seekV[rec] in EXACTLY the authored RechargeRate on a cold generator (PPC 5 s, ERLLaser 4 s, SRM6 3 s, ERMLaser 2 s, LRM15 6 s). The gate reads the OWNER's simulationFlags (the usual ctor-gate gotcha; the old this-flags read never armed). * `PoweredSubsystem::ChargeTimeScale()` (@004b0d50, was a =1.0 stub): voltageScale x (1 + thermalResistivityCoefficient x max(0, srcT - srcT0)) -- a HOT generator charges slower ("voltageScale is never read back" was wrong -- this reads it every tick). * TrackSeekVoltage @004ba838: charging I^2R (`seekRate^2 x dtScale x dt`) lands in the GENERATOR's pendingHeat@0x1c8 (~3.5e8 per full PPC charge -> generators self-heat -> conduct to their condensers -> slow further charging). This closes the heat/firepower feedback economy. * **FailureHeat consumers found [T1, disasm]:** `this+0x184` (the weapon's own heatAlarm status level) == 2 gates BOTH families -- @004baa88 (emitter: ResetFiringState + currentLevel=0 until it cools) and @004bbd36 (ballistic: recoil pinned to rechargeRate + alarm state 7). Emitter::GetFaultState() now returns heatAlarm.GetLevel() (was a 0 stub). * ProjectileWeaponSimulation @004bbd04 opens with `call 0x4b0bd0` (disasm-verified) -- the launchers now run the powered/heat step (their task-#9 firing heat previously accumulated in pendingHeat forever; SRM6s now census at ~950 under sustained fire). Verified live (120 s max-rate autofire): PPC ~470-500 (was 55,000), bank plateaus ~600 and sheds, generators 1100-1400, ERMLaser self-regulates at the 2000 failure threshold (shutdown -> cool -> resume). Remaining tails: the HeatWatcher/AmmoBin cook-off watchedLink; the mech-level heatAlarm@0x450 producer; the cockpit power-routing message handlers (@004b099c..@004b0abc: assign weapon to Generator 1-4 + auto/manual toggle via modeAlarm@0x2CC -- wired to buttons, not yet reachable). - **Task #11 -- the live-play regressions (2026-07-11) [T2].** User-reported after the electrical model landed. THREE distinct causes, all resolved: (1) *Phantom fire on the enemy*: the mech4 bring-up shot block painted an explosion at the victim on its OWN 0.3s cadence whenever fire was held -- desynced once real recharges landed. RETIRED (the authentic impact visual flows from each real discharge via the messmgr's SubmitExplosion). (2) *Weapons bricking one by one* ("fire ~1s then cuts out"): the FRAME-PACING TRAP -- see [[reconstruction-gotchas]] §12: the Loading->Loaded snap window (+-0.01 around seekV) assumes the pod's locked 60 fps; a dt spike jumps it, the overshoot clamp zeroes rechargeLevel, and the weapon sticks in Loading at level ~10000 forever. Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick (also fixes the I^2R integral overfeeding generator heat on big steps). (3) *Slow kills / short fire windows*: AUTHENTIC -- beams last the authored DischargeTime, recharges take the authored 2-5s stretched by hot generators (ChargeTimeScale), and max-rate autofire equilibrates generators in the degradation band (1100-1500 K; the FailureHeat breaker never trips in solo max-abuse -- duty-cycle measured). The pilot's authentic counters are the systems under reconstruction: config-mode regrouping (task #6), generator reassignment (ids 4-8), coolant valves. - **✅ AUTOCANNON JAM / coolant-priority — FAITHFUL + CONFIRMED against QA ground-truth, SOLVED purely from the decomp (2026-07-14) [T1/T2].** An original QA dev reported: "all AFCs jam on their 3rd shot if coolant priority isn't boosted; boosted → almost never jam." VERDICT: the whole chain is reconstructed end-to-end, FAITHFUL, and reproduces the reported behavior — no bug, no stand-in. **DO NOT "fix" it by driving a weapon's `coolantFlowScale` from the valve; that field being a constant 1.0 for weapons is AUTHENTIC** (the ONLY writer of any HeatSink `+0x15C` from a valve value is `RecomputeCondenserValves`/FUN_0049f788, which iterates ONLY the condenser chain `mech+0x7cc`). Mechanism: a weapon dumps `heatCostToFire` (AFC100=6.5e7 raw) into its OWN linked condenser (AFC100→ Condenser4); the condenser sheds to the shared bank at a rate scaled by its valve SHARE (`coolantFlowScale = valveState_i / Σ valveState`, MoveValve msg id 4, detents 1/5/50/0). The weapon's OWN thermal conductance (35500) caps how fast it sheds into its condenser, so coolant priority shifts the weapon's equilibrium only ~100 K — but that is EXACTLY enough to straddle the `degradationTemperature`(1000) jam line at combat fire rates. Cross `1000` → `heatAlarm`≥1 → the jam roll arms (`p=clamp(0.41·T/failT, 0.05, 1)`); on a hit → sticky `JammedState`(5), clears only on ResetToInitialState. (Distinct: `failureTemperature`(2000) → self-clearing overheat lockout, recoil-pinned + weaponAlarm 7.) **ALL constants VERIFIED AUTHENTIC vs the raw BTL4.RES bytes** (`scratchpad/afc_dump.py`): AFC100 startT=77, degradT=1000, failT=2000, thermalConductance=35500, thermalMass=94700, heatCostToFire(+0x1A4)=6.5e7, recharge(+0x190)=8, damage=25, minJamChance=0.05 — no mis-scaling. **THE ANSWER IS FIRE-RATE-DEPENDENT** (measured, BT_JAM_LOG/BT_VALVE_BOOST/BT_AF_PERIOD, madcat AFC100 → Condenser4): at MAX spam (8s recharge) the AFC overheats regardless (~1460 boosted ~1360 — both jam); at a SLOW cadence (16s) it plateaus ~770 and never jams; at the ~11s COMBAT cadence it is DECISIVE — **not boosted → 1058 K (jams), boosted (Condenser4 valve→50, others→1) → 953 K (never jams)**. So the QA is right and the reconstruction is faithful; the earlier "boost is weak" read was an artifact of testing at max spam (above the window). Diag probes committed: `BT_JAM_LOG` (projweap.cpp), `BT_VALVE`/`BT_VALVE_BOOST=` (heatfamily_reslice.cpp), `BT_AF_PERIOD=` (mech4.cpp). See [[combat-damage]], [[subsystems]] heat. - **Subsystem-panel online/offline gate — fields unidentified [T4] (2026-07-12).** The binary's SubsystemCluster draw-state reads `*(subsystem+0x40)==1` and `*(subsystem+0x278)!=4`; neither 1995 field is identified (weapon simulationState is 0/2/3/4 -- +0x40 isn't it). The port pins the panel ONLINE (GetDrawState()==1) because the old raw reads were layout NOISE that flapped the state and black-filled the panel over the recharge arc (the frozen-PPC-dial bug; the WeaponCluster repaint-heal also landed). Identify both fields to restore the authentic destroyed-subsystem dark-panel look. ## Locomotion / combat polish (non-gating) - **✅ Interior vs exterior gait CLIP SET — DONE 2026-07-13 (task #59) [T2].** The local cockpit mech was leaning −8° into every walk because the authentic ctor clip-set gate (@part_012.c:10308-10320) was a no-op (`LoadLowDetailBody`/`LoadHighDetailBody` mislabeled the FUN_004a80d4/86c8 clip-loader addresses) and `LoadLocomotionClipsExt` was a stub aliased to the exterior loader. Reconstructed the real 4-char INTERIOR (`'i'`-suffix) loader (omits `jointhip`, shakes `jointshakey`). Because the port never sets the replicant copy bit the ctor gate lands everyone on interior, so `Mech::MaintainViewClipSet()` picks the set by VIEWPOINT each frame (your mech → interior/level; every other mech → exterior/lean). Both verified live: cockpit level, peer replica leans −8/−11°. See [[locomotion]] "The walk lean IS authored". - FOLLOW-UP (non-blocking): if the copy bit ever gets set at construction for other reasons, the ctor gate already handles it and MaintainViewClipSet becomes a no-op agreement — no conflict, but revisit whether the per-frame maintenance is still needed. - ✅ **Authentic per-mech TURN-RATE — DONE (task #64b, 2026-07-14) [T1/T2].** The master-perf disasm (0x4aa3d3-0x4aa4ff) turn-rate lerp (walkingTurnRate@0x574 → runningTurnRate@0x578 by ground speed, run-speed refinement) is wired into the drive, replacing the `kDriveTurnRate` bring-up constant; the rates (which the `Wword(0x15d/0x15e)` no-op was discarding) are real members now. Also the trn-in-place DISPATCHER (entry/exit) reconstructed from the same disasm, replacing the task-#64 `0.25×`/fast-forward stand-ins. See [[locomotion]]. - Body-callback gimp handlers (states 16-19, targets 0x70b2/0x7161 undecoded → fall back to stand); airborne callbacks (`FUN_004a6344`/`FUN_004a7970`). - Wall-block-vs-climb tuning. **✅ Collision DAMAGE application — DONE 2026-07-08 [T2].** The two deferred dispatches in `Mech::ProcessCollision` (mech4.cpp: mech-vs-mech `:15324-15358` + icon-crunch `:15369-15401`) now fire: on a collision with another Mech or a CulturalIcon, an `Entity::TakeDamageMessage{zone==−1}` is dispatched to the victim (via `BTDispatchCollisionDamage`, the engine ctor — same as the weapon path), and STEP 6's cylinder table resolves the impact point → a zone on the receiver. Terrain (walls/hills) matches neither branch → blocks without damage (faithful). Reachability is guaranteed (`Mover::ProcessCollisionList` calls the **virtual** `ProcessCollision` → `Mech::ProcessCollision`); built + stable. The live dispatch wasn't captured headlessly (the solo auto-walker never rammed a tree/mech), but the path is proven reachable and composed of runtime-verified pieces. **Note:** validated STEP 6's height ref along the way — `collisionTemplate->maxY ≈ 7.1` (a real mech height), confirming `CylinderReferenceHeight` reads a height, not the heat value the `mech+0x2ec` dual-labeling (heat-gauge sink vs groundRef, mech4.cpp:2697) hinted at. - **✅ Cylinder hit-location (STEP 6) — DONE + LIVE 2026-07-08 [T2].** Built + runtime-verified: the `dmgtable.cpp` classes now have real storage + a working `ResolveHit→zone`, the mech ctor loads the type-0x1d table by the DamageZoneStream name (`[cyl] table 'bhk1' layers=7`), and `Mech::TakeDamageMessageHandler` resolves unaimed (zone==−1) hits before base-routing. ⚠ The FIRST "verified" claim was PARTIAL: the table was cached via `Wword(0x111)` (the ABSORBER — stores nothing) so every unaimed hit silently no-op'd; fixed 2026-07-08 by promoting the cache to the named member `Mech::damageLookupTable` ([[reconstruction-gotchas]] §2). Now verified end-to-end (19 zones resolving, `BT_AUTOFIRE` harness). Full change list in [[combat-damage]] "STEP 6 COMPLETE". Historical investigation notes retained below for provenance. **Re-investigated 2026-07 (see [[combat-damage]] for the full algorithm):** the table (height×angle grid, resource type 0x1d) IS built (recon `StandingAnimation` @Mech[0x111], but with an EMPTY name → 0 rows, because `ResourceFindByName` is a **no-op template stub**). **CORRECTION to the earlier note:** the LOOKUP is **exported** [T1] — `FUN_0049eb54` (table height→row) + `FUN_0049e678` (row angle→cell), NOT unexported. Only the thin `Mech::TakeDamageMessageHandler` glue (zone==-1 → call the lookup → `damageZones[zone]->TakeDamage`) is unexported, and it's fully implied by pieces already reconstructed → no disassembly needed. Remaining: 6b real `FindByName` (name = the mech's type-0x14 DamageZoneStream name @ResourceDescription+0xc); 6c the 3 container ctors + the lookup as a `BTCylinderResolveZone` bridge (ground the cell zone-dict stream format vs the real .RES bytes); 6d register the handler + verify. Feasible; the only open risk is the cell stream format. The earlier-cited `FUN_004a0230`/`FUN_0049ed0c` don't exist. - **Death sequence — CORE DONE 2026-07-08 [T2]; effects+anim deferred.** `Mech::UpdateDeathState()` (mech4.cpp) reconstructs the death STATE machine (collapse `movementMode` → RP `VTV::DeathShutdown` subsystem loop → settle to disabled/frozen; wreck stays, no crash) — runtime-verified (`BT_DEATH_LOG`). Full map + citations in [[combat-damage]] "Death SEQUENCE". ✅ (b) `MechDeathHandler` DONE (mechdmg.cpp) + ✅ the render-side **RemakeEntity** destroyed-mesh swap DONE 2026-07-08 (btl4vid.cpp `RemakeEntityRenderables` + `BTRemakeMechModel` bridge; in-place `SetDrawObj` swap — the tree dtor does NOT cascade so never rebuild). ✅ (a) **RESOLVED — no collapse animation exists in BT 4.11** [T1]: the fall latch (modes 5-8 → table slots 0x1c-0x1f) is a vestige — no loader fills the slots, no fall clip ships, and firing it would bind resource 0 (an AUDIO stream) as keyframes. ✅ The authentic death VISUAL is the **WRECK-HULK SWAP** (death ModelList `blhdead` → effect 104 → the victim becomes its `dbr.bgf` burning hulk) — RECONSTRUCTED + verified (`SwapToWreck`, btl4vid.cpp; see [[combat-damage]] "Death SEQUENCE" for the full chain + proofs). ✅ The wreck **sinks** (the 1996 quadratic burial, `offsetY = -0.025·t²`, gone ~17s) with the `ldbr` debris field; at burial it goes **INERT** (collisionVolumeCount=0 + target lock dropped — no phantom blocking/hits). **Remaining**: (c) the whole-mech **DeathSplash** radius damage; wreck mesh FLAMES (flamesml/flamebig + sweep flicker, 1996 script case 4); the **full entity teardown at burial** (the authentic death-row removal — needs the mech render tree unhooked from the renderer first; the inert wreck is the safe stand-in until then). Do NOT issue DestroyEntityMessage on death (before the render-tree teardown lands). - ✅ **Critical-subsystem plugs BOUND — damage propagates (task #2, 2026-07-11) [T1/T2].** The "binding write is elsewhere" reading was WRONG: the binding is IN the zone ctor loop (@0049d0e1-0049d10d) — **Ghidra dropped the two argument pushes** ("type propagation not settling"), making `Slot::AddImplementation(roster[streamedIndex])` read as a bare no-arg call (mislabeled Resolve). The stream's third per-entry dword IS the roster index into `subsystemArray` (mech+0x128). Port: the `DZSlot` stand-in (always-null Resolve) replaced with the engine `SlotOf` (binary vtables 0050bb84/0050bb7c ARE its instantiations); bind gated MasterInstance+DynamicFlag (`simulationFlags@+0x28`); replicant plugs stay unbound (master-authoritative). `SendSubsystemDamage` rewritten to the recovered @0049c9a8 logic: the unused crit allotment lands in the subsystem's OWN private 0x160 DamageZone (the old `SubProxy2` cast to a mech zone was wrong), ≥1.0 → statusAlarm Destroyed + gated PrintState + zone valve, vital → `graphicAlarm 9` (mech kill); `CriticalHit` now calls the real `ApplyDamageAndMeasure` (@4ac07c); the artifact `parentArtifactZone.Add` back-pointer bind also revived (LOD damage averaging). `videoObjectFlag` was `vitalSubsystem` (+0xE4, res+0x48 "VitalSubsystem"). VERIFIED live (`BT_CRIT_PROBE=` diag): 66 plugs bound at ctor per mech, zone destroyed → crits damaged/DESTROYED with authentic accumulation. Residue: roster idx 0/1 (mapper installed post-ctor / voltage-bus stub) stay unbound with a logged skip — none of the 8 mechs' streams crit-list them in practice. - **✅ Two dead Wword comparison branches — DONE (task #1, `c9f0c2a`).** `Mech::ReadUpdateRecord` case 3 now reads real named fields off `Mech__StateUpdateRecord` (legState / stability / legResetLatch / speedDemand); the always-false Wword/BTVal branches are gone (the old `mech.cpp:1511`/`:1613` line numbers no longer point at that code). ## Multiplayer (Phase 7 / P6) - **✅ Console-death peer-replication freeze — NOT REPRODUCIBLE + the one real bug FIXED (2026-07-15) [T2].** The 2026-07-14 report (btconsole.py died mid-match → peer↔peer replication froze both ways) did NOT reproduce in the current build under EITHER failure mode, tested directly (BT_REPL_LOG on a circling peer, affinity-pinned): (1) a clean relay kill — the replicant kept circling smoothly through the kill, NO disconnect logged, node survived; (2) a deliberately STUCK console (`scratchpad/btconsole_stuck.py` — connects, starts the mission, then stops recv()'ing while holding the socket OPEN = the exact "receive pad full → close never seen" mode hypothesized) — the replicant kept moving the entire run. So **peer replication is INDEPENDENT of the console**: the pods replicate peer-to-peer over the GAME socket; the console is a separate egg/mission/status channel. The original freeze was a transient (plausibly the same single-box packet-jitter / CPU-contention artifact root-caused 2026-07-15, `49d73dc`) or was fixed by later MP work. **The flagged latent bug IS real and is now FIXED:** `HostDisconnectedMessageHandler`'s ConsoleHostType branch closed **`gameListenerSocket`** (the GAME listener) on a CONSOLE disconnect — a naming bug; the comment + the commented-out `OpenConnection` intended a CONSOLE re-listen, which `CreateConsoleHost()` already does. Removed (L4NET.CPP:969). Harmless to established peer sockets (why a live match keeps replicating through console loss), but it would have blocked a NEW peer from joining after a console cycle. Verified: 2-node still connects (`All connections completed!`) + the peer circles. Diag harness retained: `scratchpad/btconsole_stuck.py`. - ✅ Cross-pod COMBAT — DONE (tasks #46/#47: replicant targeting + damage rerouted to the owning master, full cross-pod kill verified). ✅ Replicant GAIT animation — DONE (task #50: replicant derives speedDemand from the replicated velocity, full stand→walk→run lifecycle verified). See [[multiplayer]] — the entries here were stale (swept 2026-07-11). - ✅ **Mech-level update records (@0x4a0c2c) — DONE (task #1, 2026-07-11):** all 9 types transcribed + 2-node verified; the peer's death SINK/burial, knockdown, heat and state now replicate (the observer's replicant runs its own wreck loop off the replicated simulationState). Full mechanics in [[multiplayer]] "Mech-level update records". Residue [T3]: stream the model's UpdatePositionDiffrence/TurnVelocity/TurnDegree deadband constants to the senders (stand-in thresholds meanwhile). - The WinSock2 stack (L4NET.CPP) is 2-node verified end-to-end (cross-pod kills, beams, replicant gait — tasks #46-#51); remaining = the real pod-LAN config (real IPs, bare-IP pilot entries). - **✅ Subsystem-record replication IS wired — the AC just wasn't using it (task #61, 2026-07-13) [T2, CORRECTED].** (An earlier draft of this note WRONGLY claimed "no subsystem-record channel" — that was concluded from an AC-only test before the AC's ForceUpdate gap was found. The channel exists and works.) MECHANISM: the mech's per-frame tick calls `subsystem->PerformAndWatch(till, update_stream)` for every subsystem (mech4.cpp:3893) → base `Simulation::WriteSimulationUpdate` walks the subsystem's `updateModel` and serializes any set record; `Entity::UpdateMessageHandler` (ENTITY.cpp:387) routes each incoming record to `GetSimulation(subsystemID-1)->ReadUpdateRecord` on the peer. A subsystem replicates its fire IFF its `FireWeapon` calls **`ForceUpdate()`** (sets the updateModel bit). The EMITTER (beam) and MISSILELAUNCHER (salvo mirror, mislanch.cpp:326) both do → enemy lasers + missiles ARE visible on the peer. The AUTOCANNON set only `simulationFlags |= 0x1` (the +0x28 instance flag, NOT updateModel) and had no fire record → its shot never serialized → the enemy's cannon (tracer + DAFC muzzle flash) was invisible. FIX: added `ProjectileWeapon::WriteUpdateRecord/ReadUpdateRecord` (fire counter + aim, the AC twin of the salvo mirror) + `ForceUpdate()` in FireWeapon. Verified live: watching node now logs REPLICANT AC shots + muzzle flashes. **LESSON (methodology):** the binary-coverage audit is a function-PRESENCE census — it can't see "reconstructed but inert" code (a function that exists but is never CALLED, like the salvo mirror was thought to be, or a missing ForceUpdate). A LIVENESS audit (does a live call path reach each reconstructed fn?) would catch this class. ## Rendering follow-ups (non-blocking) - **.PFX effect-layer polish (deferred 2026-07-08; the layer itself is LIVE + verified).** The reconstructed BT particle layer (L4VIDEO.cpp, see its banner) renders the authentic .PFX content (fire + smoke, premultiplied blend, impact-frame oriented — weapon hits AND damage bands via `lastInflictingID`, now written by `Mech::TakeDamageMessageHandler`). Remaining nuances, all cosmetic: (a) `atten/attenv` distance attenuation not honoured; (b) the per-file texture name (`btfx:firesmoke1_scr_tex`) — all effects share the radial-masked grit sheet; decoding FIRE.BSL would give the authored sheet; (c) beams draw before particles, so a beam through thick smoke reads too bright (pass-ordering); (d) `colorWarp/alphaWarp` applied as `t^(1/warp)` [T4 convention]; (e) emission uses rate×releasePeriod batching [T4 convention vs the exact 1995 emitter]. - Replacement-LOD selection for NON-additive multi-LOD models (needs the board's hot-spot/ reference-point semantics; leads: `s_dplobject.lod_ranges[16]/lod_hot_spot`, 0x2047/0x2048). - Day/night MATERIAL path priority (BMF/IMG) — infrastructure done, gated `BT_MATPRI` (over-applies to shared terrain mats); needs the terrain-material model understood. - RGBA4444 alpha (TREE.BSL cutout) decoded but not alpha-tested outside punch batches; VTX/TGA paths. ## Content build sub-project (low priority) - Lab/other-build maps (`des`/`burnt`/`frstrm`) are source-only (`.map` in CONTENT/BT/MAPS/); would need compiling into a RES via the DOS `btl4tool.exe`. The 8 RES maps cover testing. ## Key Relationships - Feeds from: every subsystem/render topic (their deferral notes collect here). - Gating master: [[source-completeness]] (the missing BT source). ## Peer coupled-motion architecture — ✅ DONE (task #50, 2026-07-14/15) [T1/T2] RESOLVED. (This block was the old COMPLETION PLAN from `ea39af1`; it was left stale after the work actually landed — reconciled 2026-07-15.) The coupled single-source gait pipeline is reconstructed, DEFAULT ON, and the residual was root-caused. See [[multiplayer]] two sections: **"Authentic coupled peer motion — DONE"** (linear position = BODY gait channel integrated into `projectedOrigin@0x260`; angular = replicated-velocity slerp; master SEND-mirror runs the SAME `IntegrateMotion` predictor fed the last-sent `bodyTargetSpeed`) and **"Peer motion: the 'random shakiness' is single-box packet jitter, NOT the game"**. - Landed: coupled path promoted to default (`c52a1ad` + `b013742`); peer poses from the BODY channel (`96a896a`); turn-step on the body channel (`f094d78`); true-mirror cadence driving the clip from actual replicated motion (`23f1532`). Groundwork: exact quaternion integration (`a8eb8a4`), incremental peer heading (`d78e77b`), clock guard (`93456be`), commanded-speed cadence feed (`6374efc`), Abs-macro fix (`7615ecd`). - **The old "needs the MASTER HALF" conclusion was SUPERSEDED:** the leftover accel/decel shakiness was ROOT-CAUSED as single-box **packet jitter** (`49d73dc`) — two Debug nodes on one box batch TCP delivery, so records arrive bursty (BT_RXJIT burstiness 3-7x) and the peer dead-reckons across the gaps then snaps. Pinning each node to a disjoint core set (`ProcessorAffinity 0x00F/0x3C0`, baked into `tools/mp_launch.sh`) restored even ~17ms delivery and the shakiness vanished (user-confirmed). Real pods are dedicated machines and never see it. **DO NOT add an interpolation/jitter buffer** to mask a rig artifact. - Minor non-gating follow-ups (tracked in [[multiplayer]]): the peer accel/decel drift (flagged ~2.9u, but **MEASURED ~0.64u max** on the affinity rig with the peer on the body channel -- `BT_SNAPLOG` + `BT_DRIVE_SWEEP0`, 2026-07-15; sub-unit, effectively resolved, no fix warranted); the exact `_DAT_004ab9cc` offset-decay constant; whether `IntegrateMotion`'s 2-stage angular integrate is intended. - Speed model decomp-settled (`2c6db6a`): analog throttle, '5 speeds' false, `throttleState@0x4a4` is actually the fall-surface material (RENAME PENDING).