Reported: the reticle's missile pips no longer momentarily disappear when
firing. Traced it: the pip's 'loaded' flag has read MechWeapon::rechargeLevel
(>= 0.999) since the reticle Execute was recovered (task #37). That's a port
APPROXIMATION of the binary's authentic attr 0x1C (WeaponState @0x350). It
works for emitters -- rechargeLevel is charge-driven and tops off at 1.0 when
Loaded -- but projectile weapons (MissileLauncher/autocannon) never write
rechargeLevel (it's authentically static at 1.0; the recharge DIAL draws full
and never moves). So a missile pip's 'loaded' was permanently true and the pip
never blinked. NOT an audio regression -- it never worked in the port; the
audio wave (ea85554) is actually what made the projectile fire-cycle state
(weaponAlarm Loaded/Loading/Firing) correct, i.e. the very signal the pip
should have been reading.
Fix (faithful to the binary): the pip now reads attr 0x1C = the weaponAlarm
StateIndicator level (new MechWeapon::WeaponStatePtr -> GaugeAlarm54::LevelPtr)
and compares it '== stateConst2' -- the loaded constant (2) the binary itself
already stores in AddWeapon (param_10). The state cycles
Loaded(2)<->Firing(0)/Loading(3)/Jammed(5) for BOTH weapon families, so every
pip momentarily drops on fire. The authentically-static rechargeLevel dial is
untouched.
Verified live (Blackhawk solo, BT_AUTOFIRE=1 BT_AF_MISSILE=1): both SRM6
missile pips toggle loaded 2<->0/5 on each salvo (emitter pips unchanged);
game boots + runs clean. KB: context/gauges-hud.md pip entry corrected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>