The autocannon gains its authentic muzzle effect AND becomes visible when an enemy fires it -- the ballistic-FX gap behind "I only see the AC from my own view." MUZZLE FLASH (the genuine shipped effect, not the cut card): - MUZFLASH.BGF is an orphaned/cut asset (nothing references it) -- so it is NOT rendered. The shipped projectile-gun muzzle effect is DAFC.PFX, which BTDPL.INI documents as "the effect used on all projectile guns" (psfx 6 external / 14 internal): an orange fire-smoke blast (btfx:firesmoke1), maxIssue 25 over ~0.2s so the emitter auto-expires = one burst per shot. - BTFlashMuzzle (mech4.cpp) spawns it on the gun-port SEGMENT via the existing BTStartPfxAttached path; the segment frame sprays -Z out the barrel. Hooked at ProjectileWeapon::FireWeapon (the fire edge). Default ON (BT_MUZZLE=0 disables). AC only -- lasers show their beam, missiles their launch. ENEMY AC FIRE NOW REPLICATES (the real find): - ROOT CAUSE: the subsystem-record replication channel EXISTS and works (mech ticks subsystem->PerformAndWatch(update_stream); Entity::UpdateMessageHandler routes incoming records to GetSimulation(subsystemID-1)->ReadUpdateRecord). The emitter (beam) and MissileLauncher (salvo mirror) both call ForceUpdate() so their fire serializes -> enemy lasers + missiles ARE visible on the peer. The AUTOCANNON set only `simulationFlags |= 0x1` (the +0x28 instance flag, NOT the updateModel bit WriteSimulationUpdate walks) and had NO fire record, so its shot never crossed the wire -- the enemy's cannon was invisible. - FIX (the AC twin of the missile salvo mirror): ProjectileWeapon:: WriteUpdateRecord/ReadUpdateRecord (fire counter + aim) + ForceUpdate() in FireWeapon. The replicant edge-detects the counter and mirrors ONE visual round + DAFC muzzle flash from its own resolved muzzle; a null/untargeted aim streaks straight out the barrel (launchVelocity) instead of toward origin. - Verified live 2-node: the watching node logs REPLICANT AC shots + DAFC flashes at the enemy's gun-port (seg 7), aimed shots fly to the real target; no crashes. TRACER: all ACs author TracerInterval=1 (every round is a tracer); the existing amber streak is acceptable-authentic, so no tracer change was needed. KB: open-questions.md -- CORRECTED the (wrong) earlier note that claimed no subsystem-record channel exists; it does, the AC just wasn't using it. Logged the methodology lesson: the coverage audit finds UNWRITTEN functions, not "reconstructed but inert" ones (a function present but never called -- the AC record + the missile mirror both looked done); a LIVENESS audit would catch that class. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
526 lines
44 KiB
Markdown
526 lines
44 KiB
Markdown
---
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id: open-questions
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title: "Open Questions — deferred systems, unknowns, get-from-Nick"
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status: living
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source_sections: "CLAUDE.md §9; docs/HARD_PROBLEMS.md; per-subsystem deferral notes"
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related_topics: [source-completeness, subsystems, multiplayer, combat-damage, locomotion]
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---
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# Open Questions
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Known unknowns + deliberately-deferred systems. For each: what's known, what's missing, what
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would resolve it, status. Deferred ≠ broken — most are marked-and-guarded stand-ins with the
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authentic path scoped.
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## From Nick (external — gating for some paths)
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- **[GATING] The BT game SOURCE CODE** — the missing implementation `.cpp` (mech, subsystems,
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mapper, HUD, app; see [[source-completeness]]). Without it, Route A (recompile original) is
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impossible; we reconstruct from the binary instead. Likely on a backup/dev drive. Status: OPEN.
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- Confirmation the PodPC image is the complete content master. (Low priority — the runtime
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`BTL4.RES` already has 8 maps + the full mech anim set.) Status: OPEN.
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- Pod specifics for Phase 8: the 7-monitor driver setup, the RIO cockpit I/O protocol, current
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Win10+wrapper pod config. Status: OPEN.
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## BINARY-COVERAGE AUDIT discoveries (2026-07-13, 6-agent decomp census) [T1 verified-uncited]
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New unaccounted functionality no prior list knew (addresses verified absent from game/+context/+docs):
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- **`BTL4VideoRenderer::StartEntityEffectImplementation` @004d097c** (+helpers @4d0c14/@4d0c5c,
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~93 ln) — the per-zone EFFECT DISPATCHER, vtable-dispatched from the engine's
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StartEntityEffectMessageHandler (hence invisible to address-grep). Body fully mapped: zone
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position (+0x74), video index (+0xc4→+0xc0), jointToDCS socket (+0x3a4, in CLASSMAP),
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SearchList type 10, atoi-dispatch into the SAME effect-number bands the port already serves
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(>=1000 psfx ✓, 3-15 specialfx ✓, 104 SwapToWreck ✓). **The whole per-zone damage/destruction
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visual chain is dead without it. RECOMMENDED NEXT TARGET (S/M).**
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- **Six L4VIDRND effect-renderable bodies** @4540ac/45447c/455eb8/456cf0/4589e0/458e5c (~576 ln)
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incl. the 40-param ScalingExplosionRenderable ctor ExplosionScripts calls 6× — the live 1995
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bodies behind the STUBBED markers (wreck flames/booms land into these).
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- **FUN_00472480** (273 ln) — unnamed analog→discrete stepper Execute in the gauge band
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(hysteresis + key-repeat), no caller found; the one hole in "gauge system complete".
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Settle via vtable lookup (plausibly a config/roster scroller).
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- **FUN_00454a70** (193 ln) — the PNAME1-8/PLACE1-8.bgf MP name-billboard loader (the known
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"MP target identification" gap's exact function).
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- **Explosion::SplashDamage @0042fad0** — substantial, unreferenced, directly in the combat
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path; one-time diff vs engine EXPLODE.cpp would rule out 1995-vs-WinTesla falloff drift.
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- **The binary's own VelociRender BGF/BMF/BSL/VTX loader (~4,550 ln, dead code)** — a free
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ground-truth cross-check for [[bgf-format]]/[[asset-formats]] claims.
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Full ranked audit: the workflow output (2026-07-13); top-10 ranking cross-checked against this
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register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTORY in the KB
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(task #8 "landed" vs the kShotDamage=12 bring-up residue) — audit before reworking.
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## Deferred subsystems / feeds (authentic path scoped, marked in code)
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- **Factory capability-roster loops 2-4 are STILL DEAD (task #57 discovery).** mech.cpp's
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post-roster loops add to `heatableSubsystems`(0x51155c)/`weaponRoster`(0x511830)/
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`damageableSubsystems`(0x50e4fc) through the local `SubProxy` stub whose `IsDerivedFrom`
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RETURNS 0 — so those three mech-level rosters stay EMPTY (whatever consumes them sees
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nothing; weapons demonstrably work through other paths, so audit consumers before assuming
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impact). Loop 1 (the watcher CONNECT, 0x50e604) was reconstructed for real in task #57 —
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use the same bridge pattern (family-side derivation test + typed body) for the other three. [T2]
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- **Initial-snapshot torso record carries no twist extras**: the replicant's blind +0x10 read
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can latch 0xCDCDCDCD ONCE at spawn until the first real twist record; clamps contain it
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(invisible on fixed-torso mechs). Binary-authentic blind read — fix only if a visibly wrong
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spawn pose ever surfaces. See [[multiplayer]]. [T2]
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- **✅ 0xBD3 SubsystemMessageManager — UNTANGLED + LIVE (task #7, 2026-07-11) [T1/T2].**
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Both halves landed: (1) the factory case builds the REAL messmgr (ctor @0049bca4, 0x130,
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static reconstruction messmgr.cpp) cached at `mech+0x434` — the binary-wide census found
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exactly ONE reader (@0x4b984b in `MechWeapon::SendDamageMessage` @004b9728, which was ALSO
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mislabeled, as "DrawWeaponPip"); every mapper consumer re-pointed to roster slot 0
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(`MappingMapper()`; `SetMappingSubsystem` @0049fe40 touches only slot 0); non-viewpoint mechs
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carry a slot-0 demand LATCH ([T3] accommodation for the port's wider drive/gait reachability).
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(2) The authentic CONSOLIDATED damage delivery is live: the beam path submits TakeDamage into
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`AddDamageMessage` → per-frame `ConsolidateAndSendDamage` (@0049b784) builds ONE
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`Entity::TakeDamageStreamMessage` (id 0x13, wire-verified 0x34+4+N×12) dispatched at the
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victim, whose T0 handler (ENTITY.cpp:817) re-splits it; replicant victims reroute cross-pod.
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Explosion bundling (weapon+0x3E4 per record, unique-queued, Explosion::Make at the impact)
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implemented; TWO latent chain-purge bugs fixed (records re-applied every tick). RESIDUE
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([T3], next task): the weapon-side submission with per-weapon `damageData` +
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`inflictingSubsystemID` awaits the DAMAGE-ECONOMY reconciliation (authored 0.25-scale
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amounts vs the bring-up kShotDamage=12); the 0.1s explosion stagger + the terrain-hit
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derivation check are noted in messmgr.cpp.
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⚠ The earlier "0xBD3 gates the valve/Myomers" claim remains WRONG (those read the owning
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BTPlayer at mech+0x190 — see the next entry); the old wiring notes are superseded by this
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landing.
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- **✅ `mech+0x190` IDENTIFIED (2026-07): it is the owning `BTPlayer`** (`Mech::GetPlayerLink()`,
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`MECH_OWNING_PLAYER`; ENTITY.h:430). Set by `FUN_0049f624` (the mech↔player bind: `mech+0x190 = player`
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AND `player->playerVehicle(+0x1fc) = mech`), which resolves the player from the mission player registry
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(`app+0x2c+0x54`, `FUN_0041fd18`) by the pilot key. The valve/Myomers "gates" read the owning player's
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fields at `player+0x260` and `player+0x274` (the reconstruction maps this block as `showDamageReceived@0x25c
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/ showKills@0x260 / showDamageInflicted@0x264 / roleClassIndex@0x274` in btplayer.hpp — from the SCORING
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work, so the names may NOT match the gate semantics; the true meaning + the WRITER of `player+0x260/0x274`
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are not yet pinned — part_013.c:4553-4660 is the TorsoSimulation, a different object, not the setter). So
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there is NO new subsystem to build. **The wiring (small):** point `MechSubsystem::IsDamaged()` (`FUN_004ac9c8`, valve
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guard) at `GetPlayerLink()->`(0x274) and `Myomers::OwnerAdvancedDamage()` (`FUN_004ad7d4`) at
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`GetPlayerLink()->`(0x260) — via NAMED members (databinding trap: our BTPlayer layout ≠ binary; do NOT
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raw-read `player+0x260`). ⚠ Resolve first: (a) a naming conflict — `FUN_004ad7d4` is labeled BOTH
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`HeatModelActive` (heat.hpp) AND `OwnerAdvancedDamage` (myomers.cpp); re-verify which body is which; (b)
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the true semantic of `player+0x260/0x274` vs the scoring-derived `showKills`/`roleClassIndex` names. NOTE:
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these are MODE flags — in the basic test mission the inert Myomers / dormant valve is likely AUTHENTIC
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(advanced damage off); wiring makes them RESPOND when a mission enables the mode, not necessarily change
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the basic-mission behavior. The MessageBoard feed is separate (StatusMessagePool, below).
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- **✅ Authentic target acquisition RECONSTRUCTED (tasks #36/#39, 2026-07-08)** — the `Reticle`
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pick-ray chain is LIVE (see [[combat-damage]] Targeting for the full port map): the crosshair =
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**torso boresight** (NO free-aim mouse — the pod stick twisted the torso; you steer to aim) →
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pick ray → per-frame lock (boresight ON the mech = locked; off = none) → aimed zone damage +
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designator hotbox; `BT_FIRE_ARC` is opt-in-only now. Firing needs a target but NOT a manual
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lock/pinpoint — the target is AUTO-acquired (task #40, binary-verified: FireWeapon doubly-gated
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on mech+0x388, but 0x388 has 11 reads / 0 direct stores across CODE → set indirectly). Residue:
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(a) the binary's own per-frame reticle→mech copy + the AUTO-TARGET SELECTOR are still in an
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un-exported gap (a message/selector; our port auto-targets the single living enemy — for MP,
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reconstruct the real multi-target selection: nearest/most-aligned/cycle); (b) the eyepoint now
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rides the parent DCS (task #55 authentic eye), so torso pose reaches the view; on a
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TWIST-CAPABLE mech (selectable via `BT_FORCE_MODEL`) the crosshair should deflect with the
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torso twist (`BTTwistToReticleX` is wired for it) AND the torso should visibly lead the legs —
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verify the reticle deflection on a twist mech (the BLH is fixed-torso, boresight always
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centred); (c) pre-burial, the pick still
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tests the sinking wreck's collision box at its parked position (pre-existing wreck-targeting
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behavior).
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- **Cockpit HUD leftovers (tasks #35-#38 residue, 2026-07-08)** — the reticle + 7 weapon pips +
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ALL the instrument dynamics are LIVE (the Execute @004cdcf0 gap was RECOVERED via capstone
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disasm, task #37; the authentic Lock producer + the simple-X mode landed in #38 — see
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[[gauges-hud]] for the full instrument map). Remaining: (a) the **`*_cop` canopy shell** —
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SOLVED for all 8 (task #55): authentic eye + the PUNCH stencil-cut kit + double-sided cop
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geometry + unlit constant frame colour (`BT_COP_FRAME`) — see [[cockpit-view]] Rendering/FINAL;
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shows by DEFAULT now (`BT_HIDE_COCKPIT=1` hides). NOTE the old claim here ("canopy windows are
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punch texels") was WRONG — the shell has no texture; the openings are geometry. ✅ RESOLVED
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(2026-07-11): PUNCH = a 3-chunk STENCIL-CUT kit (mask/hull/twin, i860-firmware-decoded)
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executed as a D24S8 stencil cut; visible canopy = hull-minus-apertures ([[cockpit-view]]
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§FINAL). All 8 mechs render connected dark frames with clear viewports (the intermediate
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"frameless bhk1/loki/vulture/avatar" reading was wrong); thor matches the pod footage exactly.
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Eye placement verified exact per-mech incl. Thor's +1.13 offset cockpit ([[cockpit-view]]). (b) the **3D marker
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chain** ([0x31c]/[0x320] dpl objects + the PNAME1-8.bgf player-name meshes over the locked
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target — matters for MP). (c) the compass rotation SIGN is derived-not-verified [T3] (turn
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left → the stem should swing right; flip the sin sign in Draw if footage disagrees).
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- **✅ StatusMessagePool / MessageBoard — LIVE (2026-07-12) [T1/T2].** Decoded: FUN_0042e580 =
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the engine `Player::AddStatusMessage` (chain add at +0x1e4); FUN_0042e5a0 = `StatusMessageUpdate`
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(+0x1dc = the displayed message; +0x14 displayTime countdown, expiry-deleted) — ALL already in
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the engine [T0 PLAYER.cpp]. The ONE binary producer = BTPlayer::ScoreMessageHandler's KILL
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branch (@004c02e4 type-2): pool-alloc @00512f6c + ctor(victim's player, strip 0, 6.0s) +
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AddStatusMessage. Port: engine `new Player__StatusMessage` + Register_Object (the engine
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reclaims with delete — the binary pool is an allocation detail); consumer =
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BTResolveMessageBoard reads the mission player's statusMessagePointer + resolves the name via
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Mission::GetSmallNameBitmap; the board's SetSource binder (no recovered caller) is replaced by
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a lazy viewpoint-entity bind in Execute. Ticker pops on BOTH nodes (each node's death
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transition posts its local KillScore).
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- **Gyroscope (0xBC4) — RE-ENABLED LIVE (task #56, 2026-07-10).** The NaN revert's root causes
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are fixed byte-exact (ctor field map @004b3778 — springConstant@0x1E8/dampingConstant@0x1F4
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were mislabelled, the 0x254-0x2B3 block was missing, clamps/accumulators uninitialised; the
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integrators' state-minus-target/componentwise-damping-overwrite/X-Z-crossing semantics; the
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writers' one-node-two-channels form; dispatch from the MECH performance tail, not the gyro
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Performance). Layout locked (sizeof==0x3D0); runtime clean (joints type 5, finite state, no
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NaN). Empirical: spring targets are SYMMETRIC → eye equilibrium (0,0,0) → the gyro is a
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±0.1-0.15u BOUNCE mechanism, NOT a steady offset (the earlier hypothesis is disproven).
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**FAN-OUT LANDED (2026-07-11):** FUN_004b2980 re-disassembled from raw bytes and reconstructed
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(`Gyroscope::ApplyDamageResponse`) + wired at the take-damage hub, the crushable crunch and the
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firing recoil — the hit-BOUNCE is live and verified (damped eye oscillation, no NaN).
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REMAINING (task #56 tail): (a) the alternate-gait engage jolt + engaged-gait rumble
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(@4aa158-4aa365 — [T3] gate naming, mutates the #49/#50-stabilized gait machine; byte recipe in
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the wf_6880e605 synthesis); (b) the mech+0x3F0 overspeed sway model (swayBias fed 0); (c) the
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per-frame `EyepointRotation.pitch = torso pitch` writer (FUN_004b66b4) + mapper glance-look
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states (FUN_004afd10 — yaw/pitch from mech+0x564..0x570); (d) senders filling
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`Damage::damageForce` for directional bounce (random-fallback is binary-legal meanwhile).
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Also: `deathAnimationLatched`/`legResetLatch` were never ctor-initialised (0xCDCDCDCD gate bug,
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fixed in mech.cpp ctor). See [[cockpit-view]].
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- **MechControlsMapper look/eyepoint commit** — reconstructed but its offsets collide with declared
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members; arbitrate before enabling (no port consumer yet). The fire-trigger-through-mapper is
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still the `gBTWeaponTrigger` bring-up.
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- **✅ Weapon groups — the AUTHENTIC defaults + fire path LIVE (task #5, 2026-07-11) [T1/T2].**
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The system decoded end-to-end: a fire "channel" = a physical `buttonGroup` slot in the global
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`LBE4ControlsManager` (fire buttons 0x40 Trigger / 0x45 Pinky / 0x46 ThumbLow / 0x47 ThumbHigh);
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binding = a permanent mode-0x10000 DIRECT mapping button → the weapon's **TriggerState** attr
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(id **0x13**, = `fireImpulse@0x31C`; the binary MechWeapon table's ONLY attribute @0x511890);
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the weapon self-edge-detects (CheckFireEdge @4b9608). **The default grouping is NOT messages —
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it is the per-mech type-6 controls-map resource in BTL4.RES** ("Thrustmaster"/"L4" variants;
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e.g. madcat: Trigger={4 weapons}, ThumbHigh={2}), installed at `MakeViewpointEntity` by the
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ENGINE's `CreateStreamedMappings` (T0, L4CTRL.cpp) — which the port already called; it needed
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only the TriggerState attribute published (id PINNED to 0x13 — our attr-id chain is 6 short of
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the binary's; full binary attr-table dump in the task #5 scan) + an input feed. Keyboard now
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pushes press/release edges into the buttonGroups (SPACE→Trigger, '2'→ThumbLow, '3'/CTRL→
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ThumbHigh; BT_AUTOFIRE pulses the Trigger); the gBT*Trigger bypasses + pulse hack are retired.
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VERIFIED 2-node at the BINDING level (⚠ honest correction, task #8: those kills still flowed
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through the retired mech4 bring-up block -- the emitter DISCHARGE chain was latched shut by
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the NaN edge bug below until 2026-07-11; the full weapon-fire chain is now verified solo).
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- **✅ THE CONFIG-MODE SESSION — RECONSTRUCTED (task #6, 2026-07-11) [T1 anchors].** The
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pod's in-cockpit weapon-REGROUPING UI, fully decoded from the binary + T0 engine:
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* **The flow**: the pilot HOLDS a weapon's configure button (a per-weapon type-6
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EventMapping, id 9, on the MFD-quadrant aux panels; e.g. BTL4.RES @0xAA3DC) →
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MechWeapon handler id 9 "ConfigureMappables" @004b9550 (table @0x511860; the old
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"Myomers fns" label swept) → mapper(slot 0)->EnterConfiguration @004d1840 (vtbl+0x38):
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StartMappableButtonsConfigure (T0 CONTROLS.cpp:291 -- latches the active weapon for the
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gauge, flips the GLOBAL mode NonMapping 0x10000 → Mapping 0x8000, so every normal fire
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mapping goes dormant), re-arms the held button (+0x8000, id 9), temp-maps the four fire
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buttons 0x40/0x45/0x46/0x47 → id 10. Tapping a fire button → handler id 10
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"ChooseButton" @004b95b8 → RIO AddOrErase(direct) @004d262c: buttonGroup[v-1].AddOrErase
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(0x10000, &fireImpulse) — a TOGGLE; the permanent 0x10000 instances ARE the commit.
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Release → ExitConfiguration @004d18dc: StopMappableButtonsConfigure + strip the 0x8000
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layer. Only the RIO (pod) mapper implements AddOrErase; L4/Thrustmaster carry RET
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no-ops @004d195c/@004d1964 (a joystick cockpit cannot regroup).
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* **Vtable truth (swept)**: base @0050F45C +0x38 Enter(Fail @004b0280) / +0x3C Exit(Fail
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@004b029c) / +0x40 AddOrErase-event(Fail @004b02b8) / +0x44 AddOrErase-direct(Fail
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@004b02d4) / +0x48,+0x4C Notify pair. There is NO "secondary vtable @0050f498" and NO
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"CreateTemporaryEventMappings" virtual (RP-name drift). @004afbc4 (the mapper's shared
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aux/zoom handler) is a pure Fail thunk ("Unhandled button mapping!", line 0x7a), not an
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AddOrErase router.
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* **Port landed**: MechWeapon handlers 9/10 + the GetMessageHandlers() accessor chain
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(MechWeapon → Emitter/ProjectileWeapon → MissileLauncher, + GAUSS/PPC.CPP; dispatch
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resolves through the CONCRETE class's SharedData — the empty per-class sets silently
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swallowed the messages); the 6-arg Enter/1-arg Exit reshape; the L4 Enter/Exit full
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bodies; MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (the
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old hostEntity/subsystemId2 labels were wrong; MechWeapon ctor defaults the destination
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to &fireImpulse per @004b99a8); dev harness = HOLD 'G' (BT_CONFIG_SLOT selects the
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weapon; BT_CONFIG_TEST scripts a headless session).
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* **ConfigMapGauge finding [T1]**: the shipped binary NEVER enables it — no caller of
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SetColor @004c6ee0 exists (the only child accesses are BecameActive/SetEnable forwards),
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so color stays 0 and Execute early-outs: the gauge is authentically DORMANT in BTL4OPT.
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The state loop is now reconstructed anyway (@004c6f1c: 4 {y,button} pairs from
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DAT_00518eb4 = {13,Pinky}{37,ThumbLow}{61,Trigger}{85,ThumbHigh}, x=0xc;
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buttonGroup[btn].GetMapState(controlDestination, subsys, controlMessageID, 0x10000) →
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cm_off/cm_other/cm_only/cm_both), behind the PORT dev enable BT_CONFIGMAP=1.
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* **Bonus [T1]**: the binary MechWeapon ATTRIBUTE table @0x511890 has ELEVEN entries
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(0x12 PercentDone .. 0x1C WeaponState) — future gauge-wave feeds; the "TriggerState is
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the only MechWeapon attribute" claim was wrong (fixed in mechweap.hpp).
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* Tails: weapon+0x110 (write 0/-1 on session open/close; port name vitalSubsystemIndex)
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has NO confirmed reader yet; @004d1acc (+0x48 L4 Notify override) is unexported —
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re-export from Ghidra.
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* **Task #12 (2026-07-11) [T2]: the PoweredSubsystem POWER-ROUTING handlers landed** --
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ids 4-8 registered (table @0x50F4EC): SelectGeneratorA-D = FindGeneratorByNumber
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||
(@004b0b18 ROSTER walk matching generatorNumber@0x1E0) -> AttachToVoltageSource ->
|
||
modeAlarm=Connected; ToggleGeneratorMode (@004b0abc) = <2 -> AutoConnect, ==2 ->
|
||
Detach + ManualConnect. Weapons inherit via the MechWeapon handler chain (the old
|
||
qualified GetMessageHandlers() calls silently resolved to the engine Receiver ROOT
|
||
set -- same trap as the task #6 weapon handlers). The AutoConnect hunt's
|
||
GetSegment() scan corrected to the subsystem ROSTER (the +0x128 gotcha). Desktop:
|
||
F5-F8 assign the selected weapon (BT_CONFIG_SLOT) to Generator A-D, F9 toggles
|
||
Manual/Auto; BT_GENSEL_TEST scripts a headless re-tap. Note: Myomers/Sensor still
|
||
chain the root set (their binary tables unverified) -- extend if aux maps prove
|
||
they receive these ids. TWO MORE TRAPS found landing this: (a) MESSAGE_ENTRY
|
||
tables must be function-local statics INSIDE the accessor (cross-TU static-init
|
||
order emptied the table -- see [[reconstruction-gotchas]] #9 last bullet); (b)
|
||
**FUN_004ac9c8 is NOT IsDamaged** -- raw body: `owner(+0xD0) -> mech+0x190 player
|
||
-> roleClassIndex(+0x274) == 0` = the ROOKIE-role lockout for advanced cockpit
|
||
systems (port bridge BTPlayerRoleLocksAdvanced, btplayer.cpp; NULL player =
|
||
unlocked [T3]; bring-up role defaults to 2 = unlocked). AUDIT TAIL: the other
|
||
powersub.cpp sites annotated FUN_004ac9c8 (the coolant-draw gate ~:427,
|
||
ForceShortRecovery ~:444, the Generator/PowerWatcher site ~:1085) still call the
|
||
heat-family IsDamaged (simulationState != 0) stand-in -- each needs its raw fn
|
||
re-checked and swapped to the role bridge where the binary calls 4ac9c8.
|
||
- **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).
|
||
|
||
- **✅ DAMAGE ECONOMY — AUTHENTIC (task #8, 2026-07-11) [T1/T2].** The whole economy closes:
|
||
`_DAT_004bafbc` is an x87 float80 = **1e-7** (the port's kDamageScale=1.0 was the mystery) --
|
||
it cancels the ctor's ×1e7 energy bookkeeping, so **damagePortion = authored DamageAmount ×
|
||
(charge/seekV[rec])²** (port: the closed form at fire time; the bring-up charge cycle keeps
|
||
the degenerate EC=1 electrical model). Authored values (BTL4.RES type-0x11, +0x19C; scanner
|
||
scratchpad/scan_weapsub.py): madcat AC=25/LRM15 salvo=50/ERLL=6/ERSL=2; bhk1 PPC=12/SRM6=35/
|
||
ERML=3.5. Zone model already byte-exact (Δlevel = amount/armorPoints, legs ×0.5; armor dump
|
||
in the task #8 synthesis) → the pod's 4-8-hit heavy-weapon pacing. The weapon-side
|
||
SendDamageMessage (@004b9728) is LIVE from Emitter::FireWeapon (damageData filled incl.
|
||
**damageForce = target−muzzle → the gyro's directional hit-bounce feed**); the mech4
|
||
bring-up damage block + flat kShotDamage are retired to diag hooks **(CORRECTED, task #60:
|
||
`kShotDamage=12` was only HALF-retired — still LIVE at the kill-score `mech4.cpp:1551` until
|
||
task #60 replaced it with `lastInflictingDamage`, the real killing-blow magnitude; only the
|
||
cross-pod force hook `mech4.cpp:3255` was env-gated. See the task #60 reconciliation below).**
|
||
**ROOT-CAUSE find: the
|
||
CheckFireEdge NaN latch** -- TriggerState carries ControlsButton INTS (release −65 = a
|
||
negative NaN); the binary's x87 unordered-compare treated it as "released" but an
|
||
IEEE-correct float compare latched the detector shut after the first release (why the
|
||
emitters never discharged in-game until now); fixed with bit-pattern sign compares
|
||
(@004b9608). Residues [T3]: heat stays on the bring-up scale (authentic = heatCost×1e7
|
||
energy units, the missile path already feeds it -- the HEAT-CALIBRATION audit);
|
||
LODReuseHysteresis corrected 0.82→0.33 (a double); the MP beam-kill live-verify awaits a
|
||
clear-sightline spawn (mechanism identical to solo; force-dmg cross-pod cycles verified).
|
||
|
||
- **✅ DAMAGE-ECONOMY RECONCILIATION (task #60, 2026-07-13) [T1/T2].** Full 5-path audit vs the
|
||
decomp (5-finder + adversarial-verify workflow). **Clean as-is:** energy beam (`emitter.cpp`,
|
||
closed form byte-exact; `_DAT_004bafbc` dumped = x87 1e-7), autocannon (`projweap.cpp`, full
|
||
authored DamageAmount from resource +0x19C; the 0.0625 at :667 is the shooter's own gyro recoil,
|
||
not the round), zone-armor BASE model (`damageLevel += amount·damageScale[type]`, engine
|
||
DAMAGE.cpp:379, legs ×0.5, 1.0=destroyed). **3 stand-ins FIXED:** (A) `mechdmg.cpp:451`
|
||
`mech->stance` (phantom, perma-0 → the leg-shot-out fall/death branch was DEAD) → `MovementMode()`
|
||
(mech+0x40, @part_012.c:6910); (B) `mechdmg.cpp:458` `IsAirborne()` (always-0 stub) → `IsDisabled()`
|
||
(@0049fb54) — the task-#52 wreck-graphic corruption fixed AT SOURCE (was only masked by the
|
||
IsMechDestroyed latch); (C) `mech4.cpp:1551` flat `kShotDamage=12` kill-score → `lastInflictingDamage`
|
||
(real killing-blow, latched in TakeDamageMessageHandler; the score handler @0x4c02e4 derives the
|
||
whole kill award from it, so a flat 12 scored every kill identically). Phantom `int stance` slot
|
||
reused for `lastInflictingDamage`. **KB corrected:** the "damageScale[5] EVEN=1/armorPoints"
|
||
prose is a mild inaccuracy — the array is 5 cells indexed by damageType directly
|
||
(Collision/Ballistic/Explosive/Laser/Energy); the per-type value IS ≈1/armorPoints for the
|
||
destructive types (net model unchanged). See [[combat-damage]].
|
||
- **DEFERRED (task #60-D): the missile CLUSTER model.** The port fires N flying rounds each
|
||
carrying `authored/N` damage (net salvo total = authored, so per-armor damage is correct), but
|
||
the binary (@004bcc60) fires ONE missile whose `burstCount` is a RANDOM cluster-hit roll
|
||
(`min(rand(0..N-1)+N/4, N)`, FUN_004bef78) applied to ONE cylinder-resolved zone. The port thus
|
||
loses (i) cluster-hit VARIANCE (always full N) and (ii) single-zone CONCENTRATION (N rounds
|
||
scatter across zones). Net-neutral on total armor, so LOW priority. **OPEN semantic gating the
|
||
severity:** does `burstCount` multiply ARMOR damage or only the gyro kick? DAMAGE.h:49-54 [T0]
|
||
says "times to apply the damage" (→ apply-count → port total authentic); settle by reading the
|
||
consumer chain FUN_004bef78 → FUN_004be078 → EXPLODE.cpp:209-210 (does it loop burstCount over
|
||
DamageZone::TakeDamage or apply once?). Fix only if made byte-faithful (roll clusterHits, thread
|
||
`burst` through BTPushProjectile, one damage-bearing round + rest visual-only).
|
||
- Also open (bring-up, not stand-ins): `scoreAward=0` (btplayer.cpp:1526 — the authentic kill
|
||
bonus lives in the un-exported master-perf writer 0x4a9770-0x4ab188, T4); the exact authentic
|
||
kill `damageAmount` from that same writer (msg+0x24) is unrecovered — the killing-blow magnitude
|
||
is the faithful stand-in until it is.
|
||
|
||
- **HEAT (task #9, 2026-07-11): authentic 1e7-unit heat LIVE; conduction ROUTING defect
|
||
remains [T2/T3].** Landed + byte-anchored: emitters emit `heatCostToFire x 1e7 x
|
||
(charge/seekV)^2` (closed form; PPC = 1.1e8 -> +632 K on its 174000-mass sink); the missing
|
||
projectile/missile heat adds (raw pre-scaled resources); the bank's AMBIENT RADIATOR @4ae73c
|
||
(the system's only heat exit: relax toward 300 K, conductance x 0.1 x HeatSinkCount
|
||
[_DAT_004ae974 float80 = 0.1 -- the audit's "1.7375" was a misread]); the link-attach guard
|
||
corrected (skip = the 0xBBE bank, NOT Condenser -- the inversion had closed the system);
|
||
three coolant epsilon corrections (0.0025/0.003/1e-4 for the old single 1e-4) +
|
||
CoolantCapacityScale = 0.05 float80 (both prior readings wrong). Verified: heat flows,
|
||
exits (~2/3 of a 1e10 spam run drained), weapons overheat under max-rate autofire exactly
|
||
as the authored-constant simulation predicts (thermal spam is unsustainable BY DESIGN;
|
||
heatLoad -> effectiveRange 0 = the authentic overheat cutout).
|
||
- **Task #10 -- the "scrambled routing" RESOLVED (2026-07-11) [T2].** The routing was NEVER
|
||
scrambled: a `[heat-link]` attach log proved every subsystem links its authored sink
|
||
exactly (bhk1: PPC_1->C4, PPC_2->C6, ERM_1/2/3->C1/C6/C4, SRM6s->C2, generators->C1/C2/C3/C5,
|
||
condensers+reservoir->bank@slot2). The "pools in Condenser1" observation was the
|
||
DIAGNOSTIC-SAMPLER ALIASING trap (one shared static 1-Hz timer, pendingHeat-gated); the
|
||
census log is now per-instance. The REAL defect was the fire RATE: emitter.cpp's local
|
||
`FUN_00417ab4` stub returned NULL, so although the PoweredSubsystem ctor attaches the
|
||
authored generator to `voltageSource@0x1D0`, the Emitter TU could never see it -- the whole
|
||
electrical model was inert and the E7 force-charge recharged every emitter in ONE frame
|
||
(~0.3 s cycle, 1501 fires/90 s, ~1.7e9 heat/s input). Fixed authentically [T1, disasm +
|
||
byte-verified constants]:
|
||
* Emitter ctor @004bb120: seekVoltage[i] = authored fraction x generator ratedVoltage
|
||
(authored 10000); EC = energyTotal/(seekV[rec]^2 x 0.5); **voltageScale@0x310 =
|
||
(RechargeRate / -ln(1 - 0.0001 x seekV)) / EC** -- the exponential charge reaches
|
||
seekV[rec] in EXACTLY the authored RechargeRate on a cold generator (PPC 5 s, ERLLaser
|
||
4 s, SRM6 3 s, ERMLaser 2 s, LRM15 6 s). The gate reads the OWNER's simulationFlags
|
||
(the usual ctor-gate gotcha; the old this-flags read never armed).
|
||
* `PoweredSubsystem::ChargeTimeScale()` (@004b0d50, was a =1.0 stub): voltageScale x
|
||
(1 + thermalResistivityCoefficient x max(0, srcT - srcT0)) -- a HOT generator charges
|
||
slower ("voltageScale is never read back" was wrong -- this reads it every tick).
|
||
* TrackSeekVoltage @004ba838: charging I^2R (`seekRate^2 x dtScale x dt`) lands in the
|
||
GENERATOR's pendingHeat@0x1c8 (~3.5e8 per full PPC charge -> generators self-heat ->
|
||
conduct to their condensers -> slow further charging). This closes the heat/firepower
|
||
feedback economy.
|
||
* **FailureHeat consumers found [T1, disasm]:** `this+0x184` (the weapon's own heatAlarm
|
||
status level) == 2 gates BOTH families -- @004baa88 (emitter: ResetFiringState +
|
||
currentLevel=0 until it cools) and @004bbd36 (ballistic: recoil pinned to rechargeRate +
|
||
alarm state 7). Emitter::GetFaultState() now returns heatAlarm.GetLevel() (was a 0 stub).
|
||
* ProjectileWeaponSimulation @004bbd04 opens with `call 0x4b0bd0` (disasm-verified) -- the
|
||
launchers now run the powered/heat step (their task-#9 firing heat previously accumulated
|
||
in pendingHeat forever; SRM6s now census at ~950 under sustained fire).
|
||
Verified live (120 s max-rate autofire): PPC ~470-500 (was 55,000), bank plateaus ~600 and
|
||
sheds, generators 1100-1400, ERMLaser self-regulates at the 2000 failure threshold
|
||
(shutdown -> cool -> resume). Remaining tails: the HeatWatcher/AmmoBin cook-off
|
||
watchedLink; the mech-level heatAlarm@0x450 producer; the cockpit power-routing message
|
||
handlers (@004b099c..@004b0abc: assign weapon to Generator 1-4 + auto/manual toggle via
|
||
modeAlarm@0x2CC -- wired to buttons, not yet reachable).
|
||
|
||
- **Task #11 -- the live-play regressions (2026-07-11) [T2].** User-reported after the
|
||
electrical model landed. THREE distinct causes, all resolved:
|
||
(1) *Phantom fire on the enemy*: the mech4 bring-up shot block painted an explosion at the
|
||
victim on its OWN 0.3s cadence whenever fire was held -- desynced once real recharges landed.
|
||
RETIRED (the authentic impact visual flows from each real discharge via the messmgr's
|
||
SubmitExplosion). (2) *Weapons bricking one by one* ("fire ~1s then cuts out"): the
|
||
FRAME-PACING TRAP -- see [[reconstruction-gotchas]] §12: the Loading->Loaded snap window
|
||
(+-0.01 around seekV) assumes the pod's locked 60 fps; a dt spike jumps it, the overshoot
|
||
clamp zeroes rechargeLevel, and the weapon sticks in Loading at level ~10000 forever.
|
||
Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick (also fixes the
|
||
I^2R integral overfeeding generator heat on big steps). (3) *Slow kills / short fire
|
||
windows*: AUTHENTIC -- beams last the authored DischargeTime, recharges take the authored
|
||
2-5s stretched by hot generators (ChargeTimeScale), and max-rate autofire equilibrates
|
||
generators in the degradation band (1100-1500 K; the FailureHeat breaker never trips in
|
||
solo max-abuse -- duty-cycle measured). The pilot's authentic counters are the systems
|
||
under reconstruction: config-mode regrouping (task #6), generator reassignment (ids 4-8),
|
||
coolant valves.
|
||
|
||
- **Subsystem-panel online/offline gate — fields unidentified [T4] (2026-07-12).** The binary's
|
||
SubsystemCluster draw-state reads `*(subsystem+0x40)==1` and `*(subsystem+0x278)!=4`; neither
|
||
1995 field is identified (weapon simulationState is 0/2/3/4 -- +0x40 isn't it). The port pins
|
||
the panel ONLINE (GetDrawState()==1) because the old raw reads were layout NOISE that flapped
|
||
the state and black-filled the panel over the recharge arc (the frozen-PPC-dial bug; the
|
||
WeaponCluster repaint-heal also landed). Identify both fields to restore the authentic
|
||
destroyed-subsystem dark-panel look.
|
||
|
||
## Locomotion / combat polish (non-gating)
|
||
- **✅ Interior vs exterior gait CLIP SET — DONE 2026-07-13 (task #59) [T2].** The local cockpit
|
||
mech was leaning −8° into every walk because the authentic ctor clip-set gate
|
||
(@part_012.c:10308-10320) was a no-op (`LoadLowDetailBody`/`LoadHighDetailBody` mislabeled the
|
||
FUN_004a80d4/86c8 clip-loader addresses) and `LoadLocomotionClipsExt` was a stub aliased to the
|
||
exterior loader. Reconstructed the real 4-char INTERIOR (`'i'`-suffix) loader (omits `jointhip`,
|
||
shakes `jointshakey`). Because the port never sets the replicant copy bit the ctor gate lands
|
||
everyone on interior, so `Mech::MaintainViewClipSet()` picks the set by VIEWPOINT each frame
|
||
(your mech → interior/level; every other mech → exterior/lean). Both verified live: cockpit
|
||
level, peer replica leans −8/−11°. See [[locomotion]] "The walk lean IS authored".
|
||
- FOLLOW-UP (non-blocking): if the copy bit ever gets set at construction for other reasons,
|
||
the ctor gate already handles it and MaintainViewClipSet becomes a no-op agreement — no
|
||
conflict, but revisit whether the per-frame maintenance is still needed.
|
||
- 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 — DONE 2026-07-08 [T2].** The two deferred
|
||
dispatches in `Mech::ProcessCollision` (mech4.cpp: mech-vs-mech `:15324-15358` + icon-crunch `:15369-15401`)
|
||
now fire: on a collision with another Mech or a CulturalIcon, an `Entity::TakeDamageMessage{zone==−1}` is
|
||
dispatched to the victim (via `BTDispatchCollisionDamage`, the engine ctor — same as the weapon path), and
|
||
STEP 6's cylinder table resolves the impact point → a zone on the receiver. Terrain (walls/hills) matches
|
||
neither branch → blocks without damage (faithful). Reachability is guaranteed (`Mover::ProcessCollisionList`
|
||
calls the **virtual** `ProcessCollision` → `Mech::ProcessCollision`); built + stable. The live dispatch
|
||
wasn't captured headlessly (the solo auto-walker never rammed a tree/mech), but the path is proven reachable
|
||
and composed of runtime-verified pieces. **Note:** validated STEP 6's height ref along the way —
|
||
`collisionTemplate->maxY ≈ 7.1` (a real mech height), confirming `CylinderReferenceHeight` reads a height,
|
||
not the heat value the `mech+0x2ec` dual-labeling (heat-gauge sink vs groundRef, mech4.cpp:2697) hinted at.
|
||
- **✅ Cylinder hit-location (STEP 6) — DONE + LIVE 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. ⚠ The FIRST "verified" claim was PARTIAL: the table was
|
||
cached via `Wword(0x111)` (the ABSORBER — stores nothing) so every unaimed hit silently no-op'd; fixed
|
||
2026-07-08 by promoting the cache to the named member `Mech::damageLookupTable`
|
||
([[reconstruction-gotchas]] §2). Now verified end-to-end (19 zones resolving, `BT_AUTOFIRE` harness).
|
||
Full change list in [[combat-damage]] "STEP 6 COMPLETE". 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 sequence — CORE DONE 2026-07-08 [T2]; effects+anim deferred.** `Mech::UpdateDeathState()`
|
||
(mech4.cpp) reconstructs the death STATE machine (collapse `movementMode` → RP `VTV::DeathShutdown`
|
||
subsystem loop → settle to disabled/frozen; wreck stays, no crash) — runtime-verified (`BT_DEATH_LOG`).
|
||
Full map + citations in [[combat-damage]] "Death SEQUENCE". ✅ (b) `MechDeathHandler` DONE (mechdmg.cpp) +
|
||
✅ the render-side **RemakeEntity** destroyed-mesh swap DONE 2026-07-08 (btl4vid.cpp
|
||
`RemakeEntityRenderables` + `BTRemakeMechModel` bridge; in-place `SetDrawObj` swap — the tree dtor does
|
||
NOT cascade so never rebuild). ✅ (a) **RESOLVED — no collapse animation exists in BT 4.11** [T1]: the
|
||
fall latch (modes 5-8 → table slots 0x1c-0x1f) is a vestige — no loader fills the slots, no fall clip
|
||
ships, and firing it would bind resource 0 (an AUDIO stream) as keyframes. ✅ The authentic death
|
||
VISUAL is the **WRECK-HULK SWAP** (death ModelList `blhdead` → effect 104 → the victim becomes its
|
||
`<mech>dbr.bgf` burning hulk) — RECONSTRUCTED + verified (`SwapToWreck`, btl4vid.cpp; see
|
||
[[combat-damage]] "Death SEQUENCE" for the full chain + proofs).
|
||
✅ The wreck **sinks** (the 1996 quadratic burial, `offsetY = -0.025·t²`, gone ~17s) with the `ldbr`
|
||
debris field; at burial it goes **INERT** (collisionVolumeCount=0 + target lock dropped — no phantom
|
||
blocking/hits). **Remaining**: (c) the whole-mech **DeathSplash** radius damage; wreck mesh FLAMES
|
||
(flamesml/flamebig + sweep flicker, 1996 script case 4); the **full entity teardown at burial**
|
||
(the authentic death-row removal — needs the mech render tree unhooked from the renderer first;
|
||
the inert wreck is the safe stand-in until then).
|
||
Do NOT issue DestroyEntityMessage on death (before the render-tree teardown lands).
|
||
- ✅ **Critical-subsystem plugs BOUND — damage propagates (task #2, 2026-07-11) [T1/T2].**
|
||
The "binding write is elsewhere" reading was WRONG: the binding is IN the zone ctor loop
|
||
(@0049d0e1-0049d10d) — **Ghidra dropped the two argument pushes** ("type propagation not
|
||
settling"), making `Slot::AddImplementation(roster[streamedIndex])` read as a bare no-arg
|
||
call (mislabeled Resolve). The stream's third per-entry dword IS the roster index into
|
||
`subsystemArray` (mech+0x128). Port: the `DZSlot` stand-in (always-null Resolve) replaced
|
||
with the engine `SlotOf<T>` (binary vtables 0050bb84/0050bb7c ARE its instantiations); bind
|
||
gated MasterInstance+DynamicFlag (`simulationFlags@+0x28`); replicant plugs stay unbound
|
||
(master-authoritative). `SendSubsystemDamage` rewritten to the recovered @0049c9a8 logic:
|
||
the unused crit allotment lands in the subsystem's OWN private 0x160 DamageZone (the old
|
||
`SubProxy2` cast to a mech zone was wrong), ≥1.0 → statusAlarm Destroyed + gated PrintState
|
||
+ zone valve, vital → `graphicAlarm 9` (mech kill); `CriticalHit` now calls the real
|
||
`ApplyDamageAndMeasure` (@4ac07c); the artifact `parentArtifactZone.Add` back-pointer bind
|
||
also revived (LOD damage averaging). `videoObjectFlag` was `vitalSubsystem` (+0xE4,
|
||
res+0x48 "VitalSubsystem"). VERIFIED live (`BT_CRIT_PROBE=<zone>` diag): 66 plugs bound at
|
||
ctor per mech, zone destroyed → crits damaged/DESTROYED with authentic accumulation.
|
||
Residue: roster idx 0/1 (mapper installed post-ctor / voltage-bus stub) stay unbound with a
|
||
logged skip — none of the 8 mechs' streams crit-list them in practice.
|
||
- **Two dead Wword comparison branches (multiplayer)**: `mech.cpp:1511` + `:1613` (replicant
|
||
leg-state/stability sync in ReadUpdateRecord) — always-false BTVal comparisons ([[reconstruction-gotchas]] §2);
|
||
needs slots 0xf/0x10 promoted to named members when P6 replication work resumes.
|
||
|
||
## Multiplayer (Phase 7 / P6)
|
||
- ✅ Cross-pod COMBAT — DONE (tasks #46/#47: replicant targeting + damage rerouted to the owning
|
||
master, full cross-pod kill verified). ✅ Replicant GAIT animation — DONE (task #50: replicant
|
||
derives speedDemand from the replicated velocity, full stand→walk→run lifecycle verified).
|
||
See [[multiplayer]] — the entries here were stale (swept 2026-07-11).
|
||
- ✅ **Mech-level update records (@0x4a0c2c) — DONE (task #1, 2026-07-11):** all 9 types
|
||
transcribed + 2-node verified; the peer's death SINK/burial, knockdown, heat and state now
|
||
replicate (the observer's replicant runs its own wreck loop off the replicated
|
||
simulationState). Full mechanics in [[multiplayer]] "Mech-level update records". Residue
|
||
[T3]: stream the model's UpdatePositionDiffrence/TurnVelocity/TurnDegree deadband constants
|
||
to the senders (stand-in thresholds meanwhile).
|
||
- The WinSock2 stack (L4NET.CPP) is 2-node verified end-to-end (cross-pod kills, beams,
|
||
replicant gait — tasks #46-#51); remaining = the real pod-LAN config (real IPs, bare-IP
|
||
pilot entries).
|
||
- **✅ Subsystem-record replication IS wired — the AC just wasn't using it (task #61,
|
||
2026-07-13) [T2, CORRECTED].** (An earlier draft of this note WRONGLY claimed "no
|
||
subsystem-record channel" — that was concluded from an AC-only test before the AC's
|
||
ForceUpdate gap was found. The channel exists and works.) MECHANISM: the mech's per-frame
|
||
tick calls `subsystem->PerformAndWatch(till, update_stream)` for every subsystem
|
||
(mech4.cpp:3893) → base `Simulation::WriteSimulationUpdate` walks the subsystem's `updateModel`
|
||
and serializes any set record; `Entity::UpdateMessageHandler` (ENTITY.cpp:387) routes each
|
||
incoming record to `GetSimulation(subsystemID-1)->ReadUpdateRecord` on the peer. A subsystem
|
||
replicates its fire IFF its `FireWeapon` calls **`ForceUpdate()`** (sets the updateModel bit).
|
||
The EMITTER (beam) and MISSILELAUNCHER (salvo mirror, mislanch.cpp:326) both do → enemy lasers
|
||
+ missiles ARE visible on the peer. The AUTOCANNON set only `simulationFlags |= 0x1` (the
|
||
+0x28 instance flag, NOT updateModel) and had no fire record → its shot never serialized → the
|
||
enemy's cannon (tracer + DAFC muzzle flash) was invisible. FIX: added
|
||
`ProjectileWeapon::WriteUpdateRecord/ReadUpdateRecord` (fire counter + aim, the AC twin of the
|
||
salvo mirror) + `ForceUpdate()` in FireWeapon. Verified live: watching node now logs
|
||
REPLICANT AC shots + muzzle flashes. **LESSON (methodology):** the binary-coverage audit is a
|
||
function-PRESENCE census — it can't see "reconstructed but inert" code (a function that exists
|
||
but is never CALLED, like the salvo mirror was thought to be, or a missing ForceUpdate). A
|
||
LIVENESS audit (does a live call path reach each reconstructed fn?) would catch this class.
|
||
|
||
## Rendering follow-ups (non-blocking)
|
||
- **.PFX effect-layer polish (deferred 2026-07-08; the layer itself is LIVE + verified).** The
|
||
reconstructed BT particle layer (L4VIDEO.cpp, see its banner) renders the authentic .PFX content
|
||
(fire + smoke, premultiplied blend, impact-frame oriented — weapon hits AND damage bands via
|
||
`lastInflictingID`, now written by `Mech::TakeDamageMessageHandler`). Remaining nuances, all
|
||
cosmetic: (a) `atten/attenv` distance attenuation not honoured; (b) the per-file texture name
|
||
(`btfx:firesmoke1_scr_tex`) — all effects share the radial-masked grit sheet; decoding FIRE.BSL
|
||
would give the authored sheet; (c) beams draw before particles, so a beam through thick smoke
|
||
reads too bright (pass-ordering); (d) `colorWarp/alphaWarp` applied as `t^(1/warp)` [T4 convention];
|
||
(e) emission uses rate×releasePeriod batching [T4 convention vs the exact 1995 emitter].
|
||
- 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).
|