Oracle (674): "missile appear to register hit explosions twice, once where
target was and again where the target is". Rajel (693): "once where the mech
was when I fired and on the expected impact".
MECHANISM, measured on two nodes (BT_PROJ_LOG "DET at" now logs EVERY contact
detonation, including damage-0 rounds, which were invisible before): the
replicant salvo mirror pushed rounds with NO entity handle at the FROZEN
fire-time aim point, and the pool's contact test is proximity to p.targetPos --
so mirror rounds "contacted" the empty air where the target USED to be and
detonated there, on every peer, every salvo (45 salvos -> 234 frozen-point
air bursts in a 200s bench). The true impact appears at the live position
(the shooter's own homing rounds on his node; the victim's damage reaction on
peers) -- two sites per salvo, exactly as reported.
THE BINARY'S MODEL (CLASSMAP, Missile flight-entity cluster): missiles are
ENTITIES with authoritative/GHOST Performance variants (Projectile
PTR_LAB_005129e8 / 005129f4) and their own WriteUpdateRecord (@4bef4c, slot 7)
-- peers ran ghost missiles updated from the wire and saw the TRUE trajectory.
One explosion, correct place, every node. The frozen-point mirror is the port
infidelity (the entity Missile itself stays blocked by the documented 2007
Entity-base mismatch; mislanch.cpp:301).
FIX: the MissileLauncher update record now carries the locked target's EntityID
(salvoTargetID; EntityID::Null = point fire). The mirror resolves it on the
receiving node via HostManager::GetEntityPointer (engine T0, an index-socket
Find -- NULL-safe on any ID), refuses non-mechs via BTIsRegisteredMech, and
pushes the mirror rounds WITH the handle -- they re-lead on the live local
replicant exactly as the master's own rounds do, and detonate at the true
position. Guards: record-length gate (a short record from an older build has
no ID field -- its tail would be garbage and must not resolve) + Null check +
registered-mech check.
VERIFIED (two nodes, 200s, missile autofire both ways):
* every record arrives len=52/52 with sane aims ([mlrec] diag)
* 22/46 salvos resolve (tgtID=3:22 -> the victim's local master) and their
mirror rounds home: the frozen-air DET population fell 234 -> 102, the
live-homing population rose to 155/207 per node
* the unresolved remainder is BENIGN and correct: EntityID::Null point fire
plus hostID=-1 LOCAL entities -- i.e. the victim's WRECK, which autofire
keeps shooting after the kill; a wreck does not move, so the frozen aim IS
its true position
Downstream expectations: Ronin's smoke-screen (#114) should drop by ~the mirror
half, and the audio census (#32) loses the duplicate Static3DPatchSource
explosion sounds on peers -- both to be read from the next field logs.
Also in this commit: [projectile] DET diagnostic (every contact detonation with
position/damage/handle/aim), [mlrec] record-arrival diagnostic (len/recID/
subsys/counter/aim, capped 200), scratchpad/night9/mp_double.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
205 lines
8.4 KiB
C++
205 lines
8.4 KiB
C++
//============================================================================//
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// File: mislanch.hpp //
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// Project: BattleTech //
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// Contents: Weapon Which Launches a missile //
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// Derived From Projectile Weapon //
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//----------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ------------------------------------------------------------//
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// 04/13/95 JM Initial coding. //
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//----------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//============================================================================//
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//
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// RECONSTRUCTED from the shipped binary (Ghidra pseudo-C, module cluster
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// @004bcff0-@004bd08c in part_013.c) cross-referenced HEAVILY against the
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// SURVIVING MISLANCH.HPP and the reconstructed mechweap.hpp base. The class
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// declaration below is the surviving header; the only additions are the byte
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// offsets observed in the decompiled object (see mislanch.cpp for @ADDRs).
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//
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// Inheritance chain established from the decomp:
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// MechWeapon (mechweap.cpp, vtable @00511d2c)
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// -> ProjectileWeapon (ctor @004bc3fc, vtable @0051242c) ammo/jam/tracer
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// -> MissileLauncher (ctor @004bcff0, vtable @00512570)
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//
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// The MissileLauncher ctor (@004bcff0) chains ProjectileWeapon::ProjectileWeapon
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// (@004bc3fc), installs PTR_FUN_00512570, then reads the two launcher-specific
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// resource fields MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4, Vector3D)
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// and divides the configured damage by missileCount (per-missile damage).
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//
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#if !defined (MISLANCH_HPP)
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# define MISLANCH_HPP
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# if !defined(PROJWEAP_HPP)
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# include <projweap.hpp>
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# endif
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class Missile;
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//################# MissileLauncher SubsystemResource ###################
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//
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// Extends the ProjectileWeapon resource. Parsed by CreateStreamedSubsystem
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// @004bd08c (which chains ProjectileWeapon::CreateStreamedSubsystem @004bc7cc).
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// Record offsets are relative to the streamed subsystem record:
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// +0x1d0 "MissileCount" int
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// +0x1d4 "MuzzleVelocity" Vector3D (3 floats)
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//
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struct MissileLauncher__SubsystemResource:
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public ProjectileWeapon::SubsystemResource
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{
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int missileCount; // +0x1d0 "MissileCount"
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Vector3D
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muzzleVelocity; // +0x1d4 "MuzzleVelocity"
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};
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//###########################################################################
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//################# CLASS -- MissileLauncher ##########################
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//###########################################################################
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//
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// (vtable @00512570, ctor @004bcff0, dtor @004bd060.)
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//
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class MissileLauncher:
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public ProjectileWeapon
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static Receiver::MessageHandlerSet& GetMessageHandlers(); // inherits ProjectileWeapon's (task #6)
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static AttributeIndexSet AttributeIndex;
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage Support
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//
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public:
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void TakeDamage(Damage &damage); // inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c)
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void DeathReset(Logical full_reset); // best-effort -- chains ProjectileWeapon reset @004bbaf8
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Replication Support (PORT record extension -- missile-visibility wave)
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//
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// In the 1995 binary a fired Missile was a REPLICATED WORLD ENTITY (its
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// own update records, tag 0x78), so the peer pod rendered the round from
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// entity replication and the launcher's record stayed the MechWeapon
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// base. The port's flying round is a LOCAL tracked projectile
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// (BTPushProjectile) -- invisible to peers -- so the launcher's record
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// carries the SALVO EVENT instead: a fire counter + the aim point + the
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// round count. The replicant-side reader edge-detects the counter and
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// launches a VISUAL-ONLY mirror salvo (damage 0; the master's own rounds
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// deliver damage cross-pod through TakeDamage). Both nodes run this
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// port, so the extended wire format is self-consistent. Salvo STATE
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// lives in a port-side table (mislanch.cpp) -- the object layout is
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// byte-locked to the 0x44C factory alloc and must not grow.
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//
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public:
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struct MissileLauncher__UpdateRecord:
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public MechWeapon::UpdateRecord
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{
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int salvoCounter; // fires since spawn (edge-detected by peers)
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int salvoRounds; // missiles in the salvo (authored missileCount)
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Point3D salvoTarget; // the aim point the salvo flew at
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// #84: the LOCKED TARGET's entity ID (EntityID::Null = point fire).
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// The binary replicated the whole Missile entity, and its peers ran
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// a GHOST performance updated from the wire (CLASSMAP: Projectile
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// PTR_LAB_005129e8 authoritative / 005129f4 ghost) -- so peers saw
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// the TRUE trajectory. The pool's mirror flew at the frozen
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// fire-time point instead, detonating "where the target WAS": the
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// reported double explosion. Carrying the target ID lets the
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// mirror home at the LIVE local replicant, like the ghost did.
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EntityID salvoTargetID;
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};
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typedef MissileLauncher__UpdateRecord UpdateRecord;
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void WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model); // base-typed param (task #51 override rule)
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void ReadUpdateRecord(Simulation__UpdateRecord *message);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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typedef void
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(MissileLauncher::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef MissileLauncher__SubsystemResource SubsystemResource;
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MissileLauncher( // @004bcff0
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &default_data = DefaultData
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);
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~MissileLauncher(); // @004bd060
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Logical
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TestInstance() const;
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static Logical
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CreateStreamedSubsystem( // @004bd08c
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes =1
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);
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// local stuff
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protected:
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// @004bcc60 (ProjectileWeapon spawn path) -- builds the streamed-entity
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// spawn descriptor for ONE Missile (entity ClassID 0xBD0), seeds it with
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// muzzleVelocity + the per-missile Damage (authored/missileCount) and the
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// burstCount cluster-hit roll, and hands it to the entity manager.
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// (task #60 correction: ONE spawn per trigger pull, NOT missileCount
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// spawns -- burstCount carries the cluster count to the single missile;
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// the PORT re-expresses this as N flying rounds, see mislanch.cpp.)
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void
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FireWeapon();
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// The ONLY own field: missileCount@0x448 (ctor param_1[0x112]). The former
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// salvoCount@0x3d4 was a SHADOW of the inherited MechWeapon damageData.burstCount
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// (@0x3A8+0x2C), and muzzleVelocity@0x410 an ALIAS of the inherited ProjectileWeapon
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// launchVelocity -- both re-declared as own members put them at wrong (appended)
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// offsets; removed. Object ends 0x44C.
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int missileCount; // @0x448 (this[0x112]) -- how many missiles per salvo (LAST field)
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friend struct MissileLauncherLayoutCheck;
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};
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struct MissileLauncherLayoutCheck {
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static_assert(offsetof(MissileLauncher, missileCount) == 0x448, "MissileLauncher::missileCount @0x448 (ProjectileWeapon must end 0x448)");
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static_assert(sizeof(MissileLauncher) == 0x44C, "sizeof(MissileLauncher) 0x44C (== factory alloc)");
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};
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#endif
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