Colleague: you fire without a lock, at "nothing." Double-checked the
binary:
- The weapon fire path is DOUBLY gated on mech+0x388 != 0:
EmitterSimulation (FUN_004baa88:7689) only calls FireWeapon with a
target, and FireWeapon (FUN_004bace8:7727) wraps its whole body --
including beamFlag(+0x46c)=1 -- in the same check. So no target => no
beam, literally (cannot fire into truly empty space). [T1]
- BUT a capstone scan of the entire CODE section finds 11 READS of
+0x388 and ZERO direct stores: the target is written INDIRECTLY (a
message/selector), i.e. AUTO-acquired -- there is no manual lock to
fire. The spinning-ring LOCK (HudSimulation 5619-5634) is a separate,
stricter state.
So the colleague is right that no lock is needed; my port was wrong to
gate firing on a pinpoint boresight-on-hull pick. Fix: mech+0x388 = the
enemy whenever it is ALIVE (auto-target); firing needs only that. A
pinpoint hull hit upgrades the shot to aimed-zone damage + the lock
ring; off-hull with the enemy present, the beam converges on centre
mass (body hits). Third correction from over-reading the RP-shared
Reticle struct (after sticky-lock and mouse-cursor).
Verified: BT_AIM="0.5 0.2" (off-hull) -> fires + lands damage (was 0
before); BT_AIM="0 0" (centred) -> HOT-aimed zone hits. KB swept;
checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>