Files
BT411/game/reconstructed
arcattackandClaude Fable 5 2250b01c6b Fire-channel pulses moved out of the enemy block (post-kill firing froze)
User report: after killing the enemy, wandering around, weapons won't
fire. Not a lock requirement -- the trigger pulse generator (the
1,0,1,0 edge feed for CheckFireEdge) sat inside `if (gEnemyMech != 0)`.
Once the wreck buried and gEnemyMech nulled, the channels froze at
their last value -> no rising edges -> no fire, even with a valid
terrain pick in the target slot. Latent since the world-pick model made
no-enemy firing meaningful (task #41); the weapon-group split kept the
pulses in the same wrong place.

The pulses now run unconditionally (before the enemy block); the
weapon's own HasActiveTarget gate remains the only fire arbiter --
terrain downrange fires at the scenery, a true sky shot (nothing within
1200) authentically refuses.

Verified: BT_AIM=0.5,0.3 (terrain-only picks, enemy never aimed at) ->
sustained fire, 123 laser + 82 PPC beam samples.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:37:05 -05:00
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