Files
BT411/engine/MUNGA
arcattackandClaude Opus 4.8 9f0a7c52df Radar: drop the blip when a mech dies (restore the authentic interest-removal)
Playtest: "after I destroyed the mech the red blip was still on my radar."  The
authentic engine adds/removes radar contacts through the interest feed
(GaugeRenderer::NotifyOfNewInterestingEntity / NotifyOfBecomingUninterestingEntity),
and the game decides what's a contact -- a dying mech becoming uninteresting is
removed, so the blip drops.  The port DROPPED that feed and rebuilds the radar grid
every frame from EVERY dynamic mover (RebuildEntityGrid), so it never removed the
dead one and the red blip lingered on the frozen wreck (the wreck stays as an entity
by design; only its model sinks/buries).

Fix: in RebuildEntityGrid, skip a destroyed/disabled mover (GetSimulationState() ==
2 || 9 -- the movementMode wreck latch, unified with simulationState) so it leaves
the moving/red-contact grid.  Live movers unaffected; the blip drops on death.

Verified (BT_MAP_LOG): the killed enemy (ent cls=0xbb9) is drawn ONCE at the
death-transition frame (the 1-frame lag before movementMode latches to 9) then never
again for the rest of the session, while the owner keeps drawing every cycle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 22:19:04 -05:00
..