--- 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. ## Deferred subsystems / feeds (authentic path scoped, marked in code) - **✅ 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). - **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 still the `gBTWeaponTrigger` bring-up. - **✅ 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. **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). - **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; heatLoad -> effectiveRange 0 = the authentic overheat cutout). - **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. - **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) - Authentic per-mech TURN-RATE constant (currently a bring-up constant rate). - 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 (multiplayer)**: `mech.cpp:1511` + `:1613` (replicant leg-state/stability sync in ReadUpdateRecord) — always-false BTVal comparisons ([[reconstruction-gotchas]] §2); needs slots 0xf/0x10 promoted to named members when P6 replication work resumes. ## Multiplayer (Phase 7 / P6) - ✅ 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). ## 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).