Files
BT411/game
arcattackandClaude Fable 5 2036e7da51 Per-weapon beams from the REAL Emitter sim state (authentic per-mech fire)
The visible beams now come from each weapon's own live state instead of the
hardcoded single-look stagger: FireWeapon arms beamFlag + dischargeTimer (the
weapon's authored DischargeTime), ServiceDischarge ends the window, recharge
gates cadence -- so volley-vs-stagger patterns, cadence and colours all emerge
from each mech's real loadout (BLH: 3 lasers + 2 PPCs).  Per weapon: live
muzzle (its own mount; gun-port ordinal fallback when the mount doesn't
resolve -- GetMuzzlePoint returns the feet otherwise), the fire's stored world
endpoint, and the authored PipColor (lasers red 1,0,0 / PPC blue 0,0,1
straight from the .SUB data).  PPC draws as a thicker, brighter bolt.

Filter is by EXACT classID (Emitter 3016 / PPC 3028) -- the derivation check
matched shared recon-stub chains (a Sensor and the MissileLauncher passed and
drew garbage beams from misinterpreted offsets).

The target slot (MECH_TARGET_POS) now carries the TORSO aim point (all
consumers -- beam endpoints, missiles, reticle -- want center-mass, not the
ground between the feet); the projectile fallback lift moved to match.

Accessors: Emitter::BeamOn/BeamEndpoint, MechWeapon::MuzzlePoint/PipColor.
BT_BEAM_LOG=1 samples the live per-weapon beam state.

Verified: [beam] PPC mz=(...,4.49,...) end=(...,7,...) rgb=(0,0,1) -- gun-port
muzzles, torso endpoints, authored colours; kill chain intact (10 hits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 17:06:59 -05:00
..