Files
BT411/game/reconstructed/mechsub.cpp
T
arcattackandClaude Fable 5 5ae4410914 Gitea #46: ammo bay fire now DETONATES and KILLS (+ #47 fire icon) -- three stacked kill-switches removed, the fuse decoded, and a vptr-alias corruption caught by regression
Field report (night 3): "two ammo bay fires and no death" (Cyd + RajelAran; one
purged, one left burning).  Root cause = THREE independent kill-switches stacked
on the same path, all in ammobin.cpp:

  1. `GameClock::Now() { return 0; }` -- `cookOffTime < Now()` was `0 < 0`, so
     an ARMED bay fire never detonated.
  2. `InjectHeat(void*) {}` -- the detonation body was a no-op.
  3. The bin's Damage record was never stamped -- 0 damage of type 0 (which the
     mech TakeDamage handler drops) even if 1+2 had fired.

THE FUSE (raw disasm, scratchpad/disammo.py): the old "RandomDelay" was a Ghidra
carve artifact -- FUN_004dcd94 is __ftol and the export DROPPED the caller's x87
expression.  The real bytes @004bd450: fld 10.0 / fmul [ticksPerSecond] /
fadd 0.5 / __ftol -- a FIXED 10.0-SECOND fuse in clock ticks.  New gotcha #19
(reconstruction-gotchas.md) documents the __ftol export blind spot.

THE DAMAGE RECORD: bin+0x1F0..0x21C is a real engine `Damage` (FUN_0041db7c IS
Damage::Damage(), byte-matched to T0 DAMAGE.cpp).  The linked ProjectileWeapon's
ctor @004bc3fc stamps it from weapon->damageData @0x3A8 via
owner->roster[0x128][res+0x1C0] -- projweap.cpp's old comment called this "the
bin's HUD display block ... wired in the AmmoBin family"; both halves were wrong
and it was wired nowhere.  Now stamped (before MissileLauncher's ctor divides by
missileCount -- a missile bin authentically holds the per-SALVO amount).

THE DETONATION (@004ac274 = MechSubsystem::DistributeCriticalHit -- the old
"HeatableSubsystem::InjectHeat" label was wrong, and the old reconstruction
iterated a stand-in CriticalChain whose First()/Next() returned 0):
statusAlarm pulse Exploding(2)->Destroyed(1) (slot 13 = the printSimulationState
state PRINT @004ac8c0, not an "explosion notify"), own private zone pinned
destroyed, then collect the mech DamageZones whose crit entries plug the bin
(the binary filters plug classID 0x4E = DamageZoneClassID -- VDATA.h idx 78,
cross-checked via idx 28 = AudioStateTrigger), split the amount evenly, and send
the OWNER one full Entity::TakeDamageMessage per zone: inflictingEntity = SELF,
damageZone = the zone index, inflictingSubsystemID = the bin (the message-
manager explosion-bundling key, ENTITY3.h's own NOTE), printing the binary's
exact "ammo explosion damaging <zoneName>" @0050df61.
Port shape: Mech::AmmoExplosionFanOut (mechdmg.cpp) behind a databinding bridge;
guarded deviation: zoneCount==0 warns instead of the binary's unguarded divide.
CriticalChain/CriticalEntry stand-ins DELETED from mechrecon.hpp.

VERIFIED LIVE (BT_BAYTEST hook = message 1, the crit-induced arm channel):
  scratchpad/baytest.py : arm -> 10s -> "20 rounds x 35 = 700 (type 2)" ->
    "ammo explosion damaging dz_ltorso" -> zone cascade -> mech DESTROYED
    (authentic death list).
  scratchpad/baypurge.py: arm -> eject-hold purge -> "bay fire EXTINGUISHED
    (bin empty)", no detonation.
  scratchpad/sim3.py    : the HEAT route arms organically in combat (overheated
    AFC100), detonates "11 x 25 = 275 (type 1)" split across dz_larm + dz_lgun.
  BAYBOOM matchlog record added for MP field forensics.

FIX-OF-THE-FIX (caught by the sim3 regression, would have shipped a crash):
MechSubsystem's ReconDamageZone proxy puts structureLevel at OFFSET 0 -- which
ALIASES THE REAL DamageZone's VTABLE POINTER (the private zone is `new
DamageZone`, mechsub.cpp:154; mechsub.hpp:260 documents the alias).  My first
DistributeCriticalHit kept the old body's `damageZone->structureLevel = 1.0f`
and OVERWROTE THE ZONE'S VPTR with 0x3F800000; the respawn sweep's virtual
SetGraphicState (vtable+0xC) then called through it -> AV at 0x3f80000c in
RespawnRepair, one frame after a bay-fire death.  ALL EIGHT proxy-view sites in
mechsub.cpp swept to the engine view (((DamageZone*)damageZone)->damageLevel
@0x158) -- including two silently-wrong LIVE readers: GetStatusFlags (vptr as
float -> always "intact") and ApplyDamageAndMeasure (the crit cascade's
measure).  Ruled out first by evidence: the weapon->bin stamps were all clean
(six stamps, all classID 0xbcb, logged).

#47 (half 1 -- the FIRE ICON): BallisticWeaponCluster::Execute @004c9a38 reads
bin+0x18C = cookOffArmed into the btefire.pcc TwoState, and while armed computes
(Now - cookOffTime)/ticksPerSecond -- the COOK-OFF COUNTDOWN -- into the numeric
beside it.  The old reconstruction misread 0x18C as "the reload state" and
bridged the icon to BTAmmoBinFeeding, so it blinked on every feed and never lit
on a bay fire (RajelAran: "it doesn't").  Now driven by the
BTAmmoBinCookOffArmed/CookOffTime complete-type bridges.  [T2 -- the data path
is rig-verified; the pixels await the next live session.]

#47 (half 2 -- the ENG-BUTTON FLASH): fully mapped, deliberately NOT built this
session.  The authored data SHIPS (BTL4.RES carries exactly one type-31
GaugeAlarmStream); the chain is alarm SetLevel -> gauge-watcher socket ->
Renderer msg 7 -> GaugeAlarmManager::Activate @00448d00 (T0) -> the BTL4
override @004cc148..@004cc2fc (btl4galm.cpp's provenance note claiming "no
override body exists" is WRONG -- corrected in-file) -> LampManager::FindLamp
@00444c80 -> Lamp::SetAlertState @00444e64 (flash counter) -> the L4 flush
@00474e94 emitting flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239).
Missing: the override bodies, the gauge-watcher sender, the aux-button lamps.
3-piece plan in context/open-questions.md.

Also logged: HandleMessage is vtable slot 8/9 in the binary but NON-virtual
across 10 reconstruction classes (bit the BT_BAYTEST hook; typed call used, gap
documented in open-questions).

KB: combat-damage.md (the full cook-off section), decomp-reference.md (the
cluster addresses + the GaugeAlarm/lamp map + BT_BAYTEST env), gauges-hud.md
(the fire-icon correction), reconstruction-gotchas.md #19 (__ftol),
open-questions.md (2 entries), btl4galm.cpp provenance correction.
checkctx CLEAN.  40 LNK2019 unchanged (the two pre-existing families).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 14:58:16 -05:00

592 lines
23 KiB
C++

//===========================================================================//
// File: mechsub.cpp //
// Project: BattleTech Brick: Entity Manager //
// Contents: MechSubsystem -- BT damage-coupled base for all mech subsystems //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// --/--/95 ?? Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
//
// RECONSTRUCTED from the shipped binary (BEST-EFFORT). Behaviour follows the
// Ghidra pseudo-C for the cluster @0x4ac07c..@0x4ac9ec. No function in the
// cluster is linker-tagged (all file=?); the module name "mechsub.cpp" is taken
// from the surviving MECHTECH.HPP `#include <mechsub.hpp>`. This cluster was
// previously attributed to heat.cpp's "Subsystem/HeatableSubsystem base"; the
// classID 0xBBB / model 0xE4 streamer @0x4ac9ec, the "MechSubsystem"
// Derivation name (@0x50def5), the DamageZone coupling, and the absence of any
// thermal field access show it is MechSubsystem. See mechsub.hpp for the full
// reconciliation note and the CLASSMAP correction. Each method cites its @ADDR.
//
// Float constants converted to decimal:
// _DAT_004ac140 = 0x3f800000 = 1.0f (status threshold)
// _DAT_004ac18c = 0x3f800000 = 1.0f (GetStatusFlags upper threshold)
// _DAT_004ac190 = 0.0f (GetStatusFlags lower threshold)
// _DAT_004ac860 = 0x3f800000 = 1.0f (armour-inversion numerator)
// _DAT_004ac864 = 0x38d1b717 ~= 1e-4f (armour-inversion epsilon)
// DAT_004e0f80 = identity ResourceID
//
// Helper-function name mapping (engine internals referenced by the decomp):
// FUN_0041c5c0 Subsystem ctor (name + classID overload)
// FUN_0041c52c Subsystem ctor (resource overload)
// FUN_0041c648 Subsystem dtor FUN_0041c684 Subsystem::CreateStreamed
// FUN_0041bbd8 AlarmIndicator::SetLevel(n)
// FUN_0041de1c DamageZone ctor (0x160) FUN_004023f4 RefCount ctor
// FUN_00402298 operator new FUN_004022d0 operator delete
// FUN_00402a98 TextString connection bind
// FUN_00408440 ResourceID copy
// FUN_0041c800 (assert / GenerateFault default)
// FUN_004dcd00 fabsf()
// FUN_004dbb24 DebugStream::operator<< FUN_004d9c38 endl
// FUN_00404088/0118/0190 NotationFile::Read(char**/float*/int*)
// FUN_004274f8 Get_Segment_Index FUN_004d4b58 Strcmp()
//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MECHSUB_HPP)
# include <mechsub.hpp>
#endif
//
// Tuning constants observed as read-only globals in the decomp.
//
static const Scalar StatusThreshold = 1.0f; // _DAT_004ac140 / _DAT_004ac18c
static const Scalar StatusFloor = 0.0f; // _DAT_004ac190
static const Scalar ArmourNumerator = 1.0f; // _DAT_004ac860
static const Scalar ArmourEpsilon = 1.0e-4f; // _DAT_004ac864
static const Scalar ResourceUnset = -1.0f; // 0xbf800000
//
// Status-state name table @0x50de74 walked by LookupStatusType (@0x4ac194).
//
struct StatusNameEntry { const char *name; int value; };
static const StatusNameEntry StatusNameTable[] =
{
{ "Destroyed", 0 },
{ "Damaged", 1 },
{ "CoolantLeaking", 2 },
{ "Overheating", 3 },
{ "AmmoBurning", 4 },
{ "Jammed", 5 },
{ "BadPower", 6 },
{ 0, 0 }
};
//
// Status-state name table @0x50de74 -> {char* name, int value} pairs, walked by
// LookupStatusType (@0x4ac194). Names @0x50df17.
//
// PTR_s_Destroyed_0050de74 = {
// "Destroyed",0, "Damaged",1, "CoolantLeaking",2, "Overheating",3,
// "AmmoBurning",4, "Jammed",5, "BadPower",6, 0
// };
//#############################################################################
// Shared Data Support
//
// ConfigureActivePress -> the +0x110 session flag (AUDIO_FIDELITY.md F15).
const MechSubsystem::IndexEntry
MechSubsystem::AttributePointers[]=
{
ATTRIBUTE_ENTRY(MechSubsystem, ConfigureActivePress, configureActivePress) // id 2 @0x110
};
MechSubsystem::AttributeIndexSet&
MechSubsystem::GetAttributeIndex()
{
static MechSubsystem::AttributeIndexSet attributeIndex(
ELEMENTS(MechSubsystem::AttributePointers),
MechSubsystem::AttributePointers,
Simulation::GetAttributeIndex()
);
return attributeIndex;
}
MechSubsystem::SharedData
MechSubsystem::DefaultData(
&MechSubsystem::ClassDerivations,
ReconMessageHandlers,
MechSubsystem::GetAttributeIndex(),
MechSubsystem::StateCount
);
Derivation
MechSubsystem::ClassDerivations(
Subsystem::GetClassDerivations(),
"MechSubsystem" // @0x50def5
);
//#############################################################################
// Construction / Destruction
//
//
// @0x4ac530 -- light constructor (name + classID). Chains the MUNGA Subsystem
// name/classID ctor, lays the vtable @0x50e210, allocates the status memory
// block and a DamageZone (0x160 bytes) named "None", and primes flags.
//
MechSubsystem::MechSubsystem(
Mech *owner,
int subsystem_ID,
const char *subsystem_name,
RegisteredClass::ClassID class_id,
SharedData &shared_data
):
Subsystem(owner, subsystem_ID, subsystem_name, class_id, shared_data) // FUN_0041c5c0
{
refCount = NewRefCount(0x10); // this[0x3d]
this->owner = owner; // this[0x34] -- the owning Mech (canonical)
controlDestination = 0; // this[0x3a] = param_7 (ctor pass-through;
controlMessageID = 0; // this[0x3b] = param_8 weapons override -- task #6)
vitalSubsystem = 0; // this[0x39]
BindName(refCount, "None"); // FUN_00402a98(.,this+0x3d,"None") @0x50df7a
alarmModel = 0; // identity ResourceID // FUN_00408440(this+0x3e, identity)
criticalReference = 0; // this[0x42]
collisionCriticalHitWeight = 0; // this[0x43]
printSimulationState = 0; // this[0x41]
configureActivePress = -1; // this[0x44] configure-session idle
damageZone = (ReconDamageZone *)new DamageZone(this, 0); // this[0x38] = FUN_0041de1c(new 0x160, this, 0)
}
//
// @0x4ac644 -- resource constructor. Chains the MUNGA Subsystem resource ctor,
// lays the same vtable @0x50e210, builds the DamageZone, and seeds it from the
// resource: structureReference -> DamageZone+0x140, armorByFacing[5] ->
// DamageZone+0x144..+0x154. Each armour scalar is then inverted to a
// per-facing absorption coefficient (1.0 / (armour * reference)) where the
// reciprocal exceeds the epsilon.
// (heat.cpp mislabels this ctor as "HeatableSubsystem"; the thermal fields it
// claims at this+0x114 are never written here -- they belong to HeatSink.)
//
MechSubsystem::MechSubsystem(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
Subsystem(owner, subsystem_ID, subsystem_resource, shared_data) // FUN_0041c52c
{
refCount = NewRefCount(0x10); // this[0x3d]
this->owner = owner; // this[0x34] -- the owning Mech. (The recon
// ctor only set hostEntity; subclasses read
// `owner` widely -> must be set or it is garbage.)
statusAlarm.SetLevel(0); // FUN_0041bbd8(this+0xb, 0)
controlDestination = 0; // this[0x3a]=param_6 (ctor pass-through;
controlMessageID = 0; // this[0x3b]=param_7 weapons override -- task #6)
resource = subsystem_resource; // this[0x3c]
configureActivePress = -1; // this[0x44] configure-session idle
vitalSubsystem = (subsystem_resource->vitalSubsystemIndex == 1); // res+0x48==1
BindName(refCount, subsystem_resource->videoObjectName); // res+0x4c
alarmModel = subsystem_resource->alarmModel; // res+0xcc -> this[0x3e]
printSimulationState = subsystem_resource->printSimulationState; // res+0xd8
criticalReference = subsystem_resource->criticalReference; // res+0xe0
collisionCriticalHitWeight = subsystem_resource->collisionCriticalHitWeight; // res+0xdc
damageZone = (ReconDamageZone *)new DamageZone(this, 0); // this[0x38]
BindName((char *)damageZone + 0x15c, GetName()); // FUN_00402a98(., dz+0x15c, name)
// structure reference and per-facing armour into the DamageZone
damageZone->structureReference = subsystem_resource->structureReference; // dz+0x140 = res+0x44
for (int i = 0; i < 5; ++i)
{
damageZone->armour[i] = subsystem_resource->armorByFacing[i]; // dz+0x144+i = res+0x30+i
}
// invert each facing into an absorption coefficient
for (int i = 0; i < 5; ++i)
{
Scalar a = damageZone->armour[i] - ArmourNumerator / damageZone->structureReference;
if (ArmourEpsilon < fabsf(a)) // FUN_004dcd00
{
damageZone->armour[i] =
ArmourNumerator / (damageZone->armour[i] * damageZone->structureReference);
}
}
}
//
// @0x4ac868 -- releases the DamageZone (virtual slot0, arg 3), drops the status
// memory block, then chains the MUNGA Subsystem dtor.
//
MechSubsystem::~MechSubsystem()
{
// *this = &PTR_FUN_0050e210; damageZone->~DamageZone(); release(refCount);
// FUN_0041c648(this, 0) (Subsystem dtor)
}
Logical MechSubsystem::TestClass(Mech &) { return True; }
Logical MechSubsystem::TestInstance() const { return IsDerivedFrom(ClassDerivations); }
//
// gauge-complete wave: this subsystem's OWN structural damage level [0,1] (0=intact,
// 1=destroyed). The zone at this+0xE0 is an ENGINE DamageZone (new DamageZone(this,0)
// above); read/write its public NAMED damageLevel (DAMAGE.h) via the ENGINE type --
// NOT the ReconDamageZone proxy (whose offset-0 structureLevel aliases the vtable ptr
// as a float = garbage). The binary reads/writes *(this[0x38]+0x158) for exactly this
// (SensorSimulation @004b1c4c, UpdateCoolant @004adbf8, HeatSink::HandleMessage @004add6c).
//
Scalar MechSubsystem::GetSubsystemDamageLevel() const
{
return damageZone ? ((DamageZone *)damageZone)->damageLevel : 0.0f;
}
//
// @0049c9a8 (zone-side inline) -- the destroyed-side effects applied when a
// crit drives this subsystem's own zone to 1.0: status Destroyed, the gated
// debug print, and the zone's state valve. (task #2)
//
void MechSubsystem::ForceCriticalFailure()
{
statusAlarm.SetLevel(1); // +0x2C: 1 = Destroyed
if (printSimulationState) // +0x104 gate
{
PrintState(); // vtable slot 0x34 @4ac8c0
}
if (damageZone != 0)
{
((DamageZone *)damageZone)->SetDamageZoneState(1); // zone+0x10
}
}
// issue #22 (PORT): the fresh-mech respawn repair -- the exact inverse of the
// crit-failure path (statusAlarm 1 + zone state 1 + damageLevel), restoring
// the private zone to its ctor state. See mech4.cpp Mech::Reset.
void MechSubsystem::RespawnRepair()
{
statusAlarm.SetLevel(0); // operational
if (damageZone != 0)
{
((DamageZone *)damageZone)->damageLevel = 0.0f;
((DamageZone *)damageZone)->SetDamageZoneState(0);
((DamageZone *)damageZone)->SetGraphicState(0); // ExistsGraphicState
}
}
void MechSubsystem::SetSubsystemDamageLevel(Scalar level)
{
if (damageZone)
{
((DamageZone *)damageZone)->damageLevel = level;
}
}
//#############################################################################
// Subsystem virtual overrides
//
//
// @0x4ac144 -- damage tier from the DamageZone structure level (dz+0x158):
// >= 1.0 -> 1 (intact / nominal), > 0.0 -> 2 (damaged), else 0 (dead).
//
LWord
MechSubsystem::GetStatusFlags()
{
Scalar structure = ((DamageZone *)damageZone)->damageLevel; // *(this[0x38]+0x158) (engine view; the recon proxy's structureLevel@0 ALIASES THE VPTR)
if (StatusThreshold <= structure) return 1; // _DAT_004ac18c
if (StatusFloor < structure) return 2; // _DAT_004ac190
return 0;
}
//
// @0x4ac0bc -- per-frame structure watchdog. Forwards the message to the base
// (vtable+0x18), and when the DamageZone structure has recovered to >= 1.0,
// raises the status alarm to level 1, fires the alarm-changed callback, pins
// structure to exactly 1.0, and (if a model is attached) raises alarm 9 on the
// owner's status block.
//
Logical
MechSubsystem::HandleMessage(int message)
{
(*BaseSlot0x18())(this, message); // *(this[0x38].vtable+0x18)
if (StatusThreshold <= ((DamageZone *)damageZone)->damageLevel) // _DAT_004ac140 (engine view)
{
statusAlarm.SetLevel(1); // FUN_0041bbd8(this+0xb, 1)
if (printSimulationState != 0) // this[0x41]
{
OnAlarmChanged(); // (*this.vtable+0x34)(this)
}
((DamageZone *)damageZone)->damageLevel = 1.0f; // dz+0x158 = 1.0 (engine view)
if (vitalSubsystem != 0) // this[0x39]
{
((Mech *)owner)->RaiseStatusAlarm(9); // FUN_0041bbd8(owner+0x2c, 9)
}
}
return True;
}
//
// @0x4ac1d4 -- reset. On powered==0: restore structure to 1.0, set status
// alarm level 1 and fire the alarm-changed callback. Otherwise delegate to the
// fault/assert path (FUN_0041c800).
//
void
MechSubsystem::ResetToInitialState(Logical powered)
{
if (!powered)
{
if (damageZone != 0)
{
((DamageZone *)damageZone)->damageLevel = 1.0f; // dz+0x158 = 1.0 (engine view)
}
statusAlarm.SetLevel(1); // FUN_0041bbd8(this+0xb, 1)
if (printSimulationState != 0)
{
OnAlarmChanged(); // (*this.vtable+0x34)(this)
}
}
else
{
GenerateFaultDefault(); // FUN_0041c800
}
}
//
// @0x4ac22c -- ClearStatus: zero the structure and both alarms (the status
// alarm and the DamageZone's own alarm), then fire the alarm-changed callback.
//
void
MechSubsystem::ClearStatus()
{
((DamageZone *)damageZone)->damageLevel = 0.0f; // dz+0x158 = 0 (engine view)
damageZone->alarm.SetLevel(0); // FUN_0041bbd8(dz+0x10, 0)
statusAlarm.SetLevel(0); // FUN_0041bbd8(this+0xb, 0)
if (printSimulationState != 0)
{
OnAlarmChanged();
}
}
//
// @0x4ac8c0 -- prints "<name> = <SimulationState>". Status @this+0x40.
//
void
MechSubsystem::PrintState()
{
switch (simulationState) // *(this+0x40)
{
case DefaultState: DebugStream << GetName() << " = DefaultState" << endl; break; // 0050df99
case DestroyedState: DebugStream << GetName() << " = Destroyed" << endl; break; // 0050df7f
case ExplodingState: DebugStream << GetName() << " = Exploding" << endl; break; // 0050df8c
default: DebugStream << GetName() << " = UnknownState!!! : "
<< simulationState << endl; break; // 0050dfa9
}
}
//
// @0x4ac9c8 -- the NOVICE-experience lockout predicate (issue #2 [T1]):
// *(*(*(sub+0xd0)+0x190)+0x274) == 0, i.e. owner mech -> playerLink ->
// BTPlayer experienceLevel == 0. NOT a damage/bus query (the old label), and
// the old body raw-read the binary offset chain off `owner` (already the
// Mech, so the extra +0xd0 hop was doubly wrong) -- the databinding trap.
// Routed through the complete-type bridge in btplayer.cpp. NOTE:
// HeatSink::IsDamaged (heat.hpp) deliberately shadows this with a
// simulationState check for the gauge tint (btl4gaug.cpp); the FUN_004ac9c8
// call sites in powersub.cpp call the bridge directly.
//
Logical
MechSubsystem::IsDamaged()
{
extern int BTPlayerRoleLocksAdvanced(void *owner_mech); // btplayer.cpp (FUN_004ac9c8)
return BTPlayerRoleLocksAdvanced(owner) ? True : False;
}
//#############################################################################
// Damage / critical-hit helpers
//
//
// @0x4ac07c -- run TakeDamage (virtual slot+0x24) and return the change in the
// DamageZone structure level it produced.
//
Scalar
MechSubsystem::ApplyDamageAndMeasure(Damage &damage)
{
Scalar before = ((DamageZone *)damageZone)->damageLevel; // dz+0x158 (engine view)
TakeDamage(damage); // (*this.vtable+0x24)(this, &damage)
return ((DamageZone *)damageZone)->damageLevel - before;
}
//
// @0x4ac274 -- the AMMO-EXPLOSION fan-out (Gitea #46, re-read from the raw
// decomp). The old reconstruction here was wrong in kind: it "re-applied the
// scaled damage to critical subsystems" through the CriticalChain STAND-IN in
// mechrecon.hpp, whose CountOfType/First/Next were stubs -- it iterated
// nothing, divided by a fabricated count, and had no caller anyway (AmmoBin's
// CookOff went to a local no-op). The real body [T1, part_012.c @004ac274]:
//
// 1. statusAlarm pulse 2 (Exploding) -> 1 (Destroyed), each followed by the
// slot-13 state PRINT when printSimulationState is set (this+0x104 gates
// `(*vtbl+0x34)(this)` = @004ac8c0, the "<name> = __Exploding/__Destroyed"
// debug print -- NOT an "explosion notify").
// 2. *(this[0x38] + 0x158) = 1.0f -- the subsystem's OWN DamageZone structure
// pinned to destroyed.
// 3. Iterate the plugs connected to THIS SUBSYSTEM (FUN_004acfa9 walks the
// Node link chain at this+8), collecting every object whose classID@+4 ==
// 0x4E = **DamageZoneClassID** (VDATA.h enum -- index 78; cross-checked:
// index 28 = AudioStateTrigger matches the audio-trace finding) -- i.e.
// the MECH damage zones that list this subsystem as a critical subsystem.
// 4. damage.damageAmount /= zoneCount (evenly split; the binary divides
// UNGUARDED -- every authored bin is in at least one zone).
// 5. Per zone: print "ammo explosion damaging <zoneName>" (@0050df61, name
// from zone+0x15C = damageZoneName) and send the OWNER a full 100-byte
// Entity::TakeDamageMessage (id 0x12) with
// inflictingEntity = the owner mech itself (owner+0x184)
// damageZone = the zone's index (zone+0x13C)
// damageData = the split Damage record
// inflictingSubsystemID = this subsystem's ID (this+0xD8)
// -- the message-manager uses inflictingSubsystemID to bundle the
// explosion resource for the view (ENTITY3.h's own comment).
//
// Steps 3-5 need the Mech/zone complete types, so they live in
// Mech::AmmoExplosionFanOut (mechdmg.cpp) behind the BTAmmoExplosionFanOut
// bridge (databinding rule).
//
void
MechSubsystem::DistributeCriticalHit(Damage &damage)
{
statusAlarm.SetLevel(2); if (printSimulationState) OnAlarmChanged(); // Exploding
statusAlarm.SetLevel(1); if (printSimulationState) OnAlarmChanged(); // Destroyed
SetSubsystemDamageLevel(1.0f); // own private zone gutted (dz+0x158, ENGINE view)
extern void BTAmmoExplosionFanOut( // mechdmg.cpp (Mech-complete TU)
void *owner_mech, void *inflicting_subsystem,
int inflicting_subsystem_id, Damage &total_damage);
BTAmmoExplosionFanOut(owner, this, subsystemID, damage);
}
//
// @0x4ac194 -- map a status-state name to its TechStatusType value via the
// table @0x50de74. Returns False if not found.
//
Logical
MechSubsystem::LookupStatusType(const char *name, int *out_value)
{
for (const StatusNameEntry *e = StatusNameTable; e->name != 0; ++e) // PTR @0x50de74
{
if (Strcmp(name, e->name) == 0) // FUN_004d4b58
{
*out_value = e->value;
return True;
}
}
return False;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// CreateStreamedSubsystem -- MechSubsystem (@0x4ac9ec)
//
// Stamps classID 0xBBB / model size 0xE4 and parses the damage/critical fields
// on top of the base Subsystem record.
//
int
MechSubsystem::CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes
)
{
if (!Subsystem::CreateStreamedSubsystem( // FUN_0041c684
model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories))
{
return False;
}
subsystem_resource->subsystemModelSize = 0xE4; // res+0x24
subsystem_resource->classID = (RegisteredClass::ClassID)0x0BBB; // MechSubsystemClassID, res+0x20
if (passes == 1)
{
// first pass: prime to "unset"
subsystem_resource->criticalReference = ResourceUnset; // res+0xe0 = -1.0f
for (int i = 0; i < 5; ++i)
subsystem_resource->armorByFacing[i] = ResourceUnset; // res+0x30.. = -1.0f
subsystem_resource->structureReference = ResourceUnset; // res+0x44
subsystem_resource->vitalSubsystemIndex = -1; // res+0x48
memset(subsystem_resource->videoObjectName, 0, 128); // res+0x4c
strcpy(subsystem_resource->videoObjectName, "None"); // DAT_0050dfc0
subsystem_resource->alarmModel = 0; // identity ResourceID // res+0xcc
subsystem_resource->printSimulationState = 0; // res+0xd8
subsystem_resource->collisionCriticalHitWeight = 0; // res+0xdc
}
model_file->GetEntry(subsystem_name, "PrintSimulationState",
&subsystem_resource->printSimulationState); // 0050dfc5
model_file->GetEntry(subsystem_name, "CollisionCriticalHitWeight",
&subsystem_resource->collisionCriticalHitWeight); // 0050dfda
const char *videoName = "Unspecified"; // 0050dff5
model_file->GetEntry(subsystem_name, "VideoObjectName", &videoName); // 0050e001
if (strcmp(videoName, "Unspecified") != 0) // 0050e011
{
strcpy(subsystem_resource->videoObjectName, videoName); // res+0x4c
}
const char *vitalName = "Unspecified"; // 0050e01d
if (!model_file->GetEntry(subsystem_name, "VitalSubsystem", &vitalName) // 0050e029
&& subsystem_resource->vitalSubsystemIndex == -1)
{
// VitalSubsystem optional; resolved to a segment index when present
}
if (strcmp(vitalName, "Unspecified") != 0)
{
subsystem_resource->vitalSubsystemIndex =
Get_Segment_Index(model_file, model_name, directories, vitalName); // FUN_004274f8
}
Check_Fpu();
return True;
}
//#############################################################################
// BTSubsystemControlFeed -- complete-type bridge (task #6)
//
// ConfigMapGauge::Execute (@004c6f1c) reads the subsystem's controls feed
// (*(subsys+0xE8) destination, *(subsys+0xEC) message id) for GetMapState.
// The gauge TU has no complete MechSubsystem (databinding-trap rules: never
// raw-read a compiled object's offsets) -- this bridge reads the NAMED members
// and hands back the Receiver upcast alongside.
//
void
BTSubsystemControlFeed(
void *subsystem_in,
void **destination_out,
int *message_id_out,
void **receiver_out
)
{
MechSubsystem *sub = (MechSubsystem *)subsystem_in;
*destination_out = sub->controlDestination; // @0xE8
*message_id_out = sub->controlMessageID; // @0xEC
*receiver_out = (Receiver *)sub;
}
//
// BTSubsystemDamageLevelOf -- complete-type bridge (PPC-dial fix, 2026-07-12):
// feeds the gauge cluster's OPERATING flag (the "destroyed X" lamps). The
// observable truth: a subsystem is out of action when its own damage level
// saturates (DistributeCriticalHit destroys at >= 1.0, mechdmg.cpp) -- read
// that instead of the unidentified binary +0x40 field the old raw read
// guessed at (layout noise -> X's over healthy panels).
//
Scalar
BTSubsystemDamageLevelOf(void *subsystem_in)
{
return (subsystem_in != 0)
? ((MechSubsystem *)subsystem_in)->GetSubsystemDamageLevel() : 0.0f;
}