--- 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 (WAVE 8)** — a per-mech **damage/explosion consolidation hub** (`ConsolidateAndSendDamage` Performance @0049b784, `weaponExplosions` queue, `CommonDamageInformation`; messmgr.hpp). ctor `FUN_0049bca4` (vtable 0x50b954, installs a Performance → ticks). The factory caches it to **`Mech[0x10d]` = byte 0x434**. What wiring it needs: an untangle — our reconstruction MISLABELED `Mech[0x10d]` as `controlsMapper` and `mech4`'s live drive reads it as the mapper, so the real messmgr can't land there until the drive is re-pointed to the true mapper (**roster slot 0**, installed by `SetMappingSubsystem`/`MakeViewpointEntity`; a `MechRIOMapper`). Payoff = authentic damage/explosion consolidation (a COMBAT-fidelity improvement) + fixing the mapper/messmgr conflation. ⚠ **CORRECTION (verified 2026-07):** 0xBD3 does NOT gate the valve/Myomers/MessageBoard — those read a DIFFERENT object at **`mech+0x190`** (both `FUN_004ac9c8` the valve guard `→+0x274` and `FUN_004ad7d4` the Myomers gate `→+0x260` deref `owner+0x190`, which ≠ the 0x434 messmgr cache). The earlier "0xBD3 gates 4 things" note was wrong. - **✅ `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). - **StatusMessagePool (NULL stub, btstubs.cpp:62)** — the per-player status-message queue. BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What resolves it: wire the pool + decode `AddStatusMessage @0042e580` + the `Player__StatusMessage` record ({messageId@+0xc, nameEntity@+0x10}). - **Gyroscope (0xBC4)** — layout + joint-I/O reconstructed, but the ctor field-init + the two integrators (IntegrateEyeJoint @004b2ec0 / IntegrateBody @004b30ec) are incomplete → writes NaN to the root joint. Reverted to a stub. A full subsystem-sim reconstruction (bigger than Torso). - **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. - **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). ## 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 (computed, not applied). **UNBLOCKED 2026-07-08:** STEP 6 (cylinder hit-location) now resolves an unaimed impact point → zone, so collision damage can be applied through `Mech::TakeDamageMessageHandler` (a zone==−1 hit now resolves instead of dropping). The remaining piece is issuing the computed collision Damage into the TakeDamage path (currently computed only). - **✅ Cylinder hit-location (STEP 6) — DONE 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. Full change list in [[combat-damage]] "STEP 6 COMPLETE". The live collision-damage path (zone==−1 → resolve) is now UNBLOCKED. 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: reconstruct `DeathShutdown` (RP `VTV::DeathShutdown` analog) + collapse anim + destroyed skin. The wreck-stays behavior we ship is faithful; do NOT issue DestroyEntityMessage on death. ## Multiplayer (Phase 7 / P6) - Cross-pod COMBAT (target a replicant + route damage to the owning master). - Replicant GAIT animation (replicants don't animate joints yet — derive from replicated velocity). - The pod-LAN config (real IPs, bare-IP pilot entries). The WinSock2 TCP stack (L4NET.CPP) is reconstructed + smoke-tested on one box (two instances share a world, movement replicates). ## Rendering follow-ups (non-blocking) - 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).