Amends what 0534e93 asserted. That commit said "the level turrets are scenery"
and called TurretClassID a settled red herring. The first half is right and the
project owner has confirmed it; the second half I stated far more confidently
than the evidence supports, and I missed the thing that explains why the old
timers keep saying turrets should be active.
They are half right, which is exactly why it reads as a mixed bag.
What shipped really is scenery. TT1/TT2/TWR/APC sit in BTL4.RES as
model + damaged-model + name + default with a .sld collision solid -- no
skeleton, no joints, no gun port. The destructible world classes in CULTURAL.h
have no weapon, fire or target members, and the binary has zero occurrences of
turret/sentry/emplac/brain/patrol/aggro/hostile/npc.
But PGN is a genuine, fully-articulated gun emplacement, and I walked straight
past it the first time because I filtered it out as a mech prefix:
[ROOT] pgn_base.bgf dzone=dz_base static base
[jointturret] hingey pgn_tur.bgf yaw = traverse
[jointgun] hingex pgn_gun.bgf pitch = elevation
[sitegunport] tranz=-9.8505 the muzzle
Traverse, elevation, a firing site, a damage zone, PGND* destroyed geometry, and
no legs or arms or torso -- not a mech. It exists only as loose source assets;
BTL4.RES contains zero pgn bytes in any case. So turrets were designed and
modelled and then cut before the content build. Finishing them would be
completing a cut feature rather than inventing one, but no turret code survives
to reconstruct -- it would still need an entity class, targeting, and
replication, since BT is networked PvP.
Its [LAB_ONLY] "not approved for release" header means nothing, by the way: 63
of the 64 .SKL files carry it, MadCat included. Checked before reading anything
into it.
Also flagging a ClassID conflict rather than papering over it. Counting the enum
in VDATA.h gives ThermalSight 0xBD9 and Turret 0xBDE, but CLASSMAP assigns 0xBDE
to ThermalSight from the ctor at @4b8718 -- and that ctor's vtable and
performance pointer do match thermalsight.cpp. The enum count agrees with
CLASSMAP on HUD and Searchlight and disagrees on MechTech, so the port's VDATA.h
ordering has drifted from the shipped binary somewhere in that range. CLASSMAP is
binary-derived and wins for runtime behaviour; the real numeric value of
TurretClassID is unknown. Marked UNRESOLVED so nobody cites either number.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
753 lines
64 KiB
Markdown
753 lines
64 KiB
Markdown
---
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id: combat-damage
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title: "Combat & Damage — targeting, firing, damage zones, death"
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status: established
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source_sections: "PROGRESS_LOG.md §10c; docs/HARD_PROBLEMS.md (P5)"
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related_topics: [subsystems, decomp-reference, reconstruction-gotchas, locomotion, rendering, translocation-warp, multiplayer]
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key_terms: [damage-zone, TakeDamage, viewpoint-entity, master, replicant]
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open_questions:
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- "Missile cluster-hit variance/concentration (task #60-D deferred); per-player splash enable sub-gate (Missile+0x360 [T3]); ~100pt ram lethality vs the pod unverified [T3]"
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---
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# Combat & Damage
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The drive→target→fire→damage→destroy loop. Full detail: `docs/PROGRESS_LOG.md §10c`; the death/
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teardown forensics: `docs/HARD_PROBLEMS.md` (P5).
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## Turrets: PLANNED, never shipped — the props are scenery, but `PGN` is a real turret (2026-07-28)
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Players (and original-team "old timers") repeatedly report that **the level turrets should be
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active**. Both halves of that are true, which is why it reads as a mixed bag — confirmed by the
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project owner 2026-07-28.
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**What shipped is scenery** [T1]. The turret/cannon-looking objects in the maps —
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`TT1`/`TT2`/`TWR`/`APC` (+ `D` damaged variants) — are in `BTL4.RES` as
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`model + damaged-model + name + default` with a `.sld` collision solid: **no skeleton, no joints, no
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gun port**. Destructible props, nothing more. The destructible world classes (`Landmark`,
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`CulturalIcon`, `UnscalableTerrain` — `CULTURAL.h`) have no weapon/fire/target members at all, and
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`BTL4OPT.EXE` contains **zero** occurrences of
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`turret`/`sentry`/`emplac`/`brain`/`patrol`/`aggro`/`hostile`/`npc`. Consistent with the standing
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no-AI finding below.
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**But a real turret asset exists and was never shipped** [T1]. `PGN` is a fully-articulated gun
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emplacement, present as loose source assets (`content/VIDEO/PGN.SKL`, `content/VIDEO/GEO/PGN*.BGF`)
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and **absent from `BTL4.RES` entirely** (zero `pgn` bytes, any case):
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```
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[ROOT] Object=pgn_base.bgf dzone=dz_base static base
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[jointturret] parent=ROOT Type=hingey pgn_tur.bgf YAW = traverse
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[jointgun] parent=jointturret Type=hingex pgn_gun.bgf PITCH = elevation
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[sitegunport] parent=jointgun tranz=-9.8505 the MUZZLE
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```
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Traverse, elevation, a firing site, a damage zone, and `PGND*` destroyed geometry. It is **not** a
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mech (no legs/arms/torso). ⚠ Do not read its `[LAB_ONLY] // not approved for release` header as
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meaningful — that is boilerplate on **63 of 64** `.SKL` files, MadCat included.
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⇒ Turrets were **designed and modelled, then cut before the content build**. Making them fire is
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therefore *finishing* a cut feature, not inventing one — but there is no surviving turret CODE to
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reconstruct: it would need an entity class, targeting, and (because BT is networked PvP) replication,
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none of which the binary shows a trace of. Treat it as new work, tiered accordingly.
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⚠ **UNRESOLVED — do not cite either number as settled.** `engine/MUNGA/VDATA.h:209` declares
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`TurretClassID` as the last entry of the **BT** block (after `MechTechClassID`, before the ND
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section). Counting the enum gives `ThermalSightClassID = 0xBD9` and `TurretClassID = 0xBDE`, but
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`CLASSMAP.md` assigns **0xBDE to ThermalSight** (ctor `@4b8718`, vtable `0x511498`, perf `[0x511290]`
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— which does match `thermalsight.cpp`). The enum count independently agrees with CLASSMAP on HUD
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(0xBD6) and Searchlight (0xBD8) but disagrees on MechTech (enum 0xBDD vs CLASSMAP 0xBDC), so the
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port's `VDATA.h` ordering has drifted from the shipped binary somewhere in this range. CLASSMAP is
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binary-derived and wins for what the runtime does; the true numeric value of `TurretClassID` in the
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1995 binary is **unknown**. Resolve by disassembling the ClassID each ctor stores before relying on it.
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## No AI — BT is PvP-only (verified, not a recovery gap)
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The mission system is NETWORKED and BT never had NPCs/AI. Every mech is driven by a `BTPlayer` (or a
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`BTCameraDirector` spectator). The BT registry knows only Mech/Projectile/Missile/BTPlayer/BTTeam; no
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Bot/Brain/AI class exists; `BTL4OPT.EXE` has no AI strings. `Crusher/Blocker/Runner` are RED PLANET
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classes, NOT BT. ⇒ a solo mission has no enemy by design; `BT_SPAWN_ENEMY` is a TEST DUMMY
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(uncontrolled Mech). The authentic opponent path is [[multiplayer]]. [T1]
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## Entity spawn + the per-mech gate
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`Mech::Make(MakeMessage*)` (`FUN_004a2d48`) allocs `sizeof(Mech)` + runs the ctor; the base Entity
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ctor self-registers it (renders + ticks). `Mech::PerformAndWatch` runs for EVERY mech → gate
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player-only logic on `this == application->GetViewpointEntity()` (else a spawned enemy is driven by
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player input). [T1]
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## Targeting (mech offsets, [[decomp-reference]] §3)
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`mech+0x37c` = target world Point3D; `mech+0x388` = target `Entity*` (the `HasActiveTarget()` gate);
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`mech+0x38c` = targeted sub-zone (−1=whole). Weapons cache hasTarget/targetPoint/muzzlePoint,
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refreshed each frame. [T1]
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**The AUTHENTIC acquisition model (recovered 2026-07-08; task #39; RE-CORRECTED 2026-07-13, task
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#58 crosshair-twist forensics):** THERE IS NO FREE-AIM MOUSE CURSOR — and **the VIEW is
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TORSO-MOUNTED, not body-mounted**. The cockpit eye hangs off the torso yaw hinge in every
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twist-capable skeleton (`jointtorso` (hinge-Y) → `jointeye` → `siteeyepoint`; all 14 twist-enabled
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Torso records name `TorsoHorizontalJoint=jointtorso`; `Torso::UpdateJoints` writes currentTwist
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into that joint each frame; VIEW = inverse of the LIVE joint chain, `FUN_004c22c4`
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part_013.c:11742, no de-twist anywhere [T1]). So when the torso twists, **the CAMERA yaws with
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the guns and the crosshair stays SCREEN-CENTERED** — truthfully, because screen center always IS
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the boresight; the world rotates past it. The twist reads on INSTRUMENTS: the bottom 21-tick tape
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carets, the compass (= body yaw + twist, part_013.c:5674-5676), the radar wedge
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(part_013.c:11836-11859) [T1]. The old "crosshair = torso boresight offset in a body-mounted
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view" model was falsified — it was never discriminated before because every prior live test used
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the fixed-torso BLH, where both models center the crosshair.
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The engine `Reticle` struct (`engine/MUNGA/RETICLE.h`) carries `reticlePosition` (a variable
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screen position −1..+1 [T0]) — the reticle CAN move, but its writer is in an un-exported decomp
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gap (`s_TargetReticle` has exactly ONE xref binary-wide: the read-side lookup part_014.c:5132);
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the only coherent twist-era mover is the **fixed-torso free-aim channel**: `MechControlsMapper`
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writes `HUD::SetFreeAimSlew(stick_x)` → cockpit+0x28C **only when torso twist is disabled**
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(part_013.c:339-345/381-387 [T1]); HudSimulation integrates it (negated, part_013.c:5717) into
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+0x294 clamped ±(+0x29C) → `mech+0x36c` every frame (:5735) — no exported consumer; the
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mech+0x36c → reticlePosition link is [T4]. NB: an earlier version of this section conflated
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`reticlePosition` with **HotBoxVector** (HUD+0x1FC — the TARGET designator HudSimulation zeroes
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with no target, part_013.c:5680); they are different things.
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The pick hits whatever the guns point at; that entity + its DAMAGE ZONE become the target
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(`0x37c` rayIntersection, `0x388` targetEntity, `0x38c` targetDamageZone → aimed-zone damage).
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Fixed-torso mechs (the BLH: `TorsoHorizontalEnabled=0` — no jointtorso in the skeleton at all)
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boresight dead-ahead. Once locked, `Emitter::FireWeapon` converges with NO aim/arc test
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(part_013.c:7758). `MechWeapon::UpdateTargetState` (`FUN_004b9bdc` [T1]): `targetWithinRange =
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dist < (1 − hostZoneDamage) × weaponRange`. The 0x388 WRITER is in the same un-exported gap.
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⚠ **`hostZoneDamage` is `Subsystem::damageZone->damageLevel` (weapon `@0xE0 → +0x158`), NOT
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heatLoad** — the port originally computed `effectiveRange = (1 − heatLoad) × weaponRange`
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(mechweap.cpp), the SAME `@0xE0`-DamageZone-vs-heat misattribution corrected in
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`HeatSink::UpdateCoolant`. For a charge/discharge weapon (ER laser) the weapon's own `heatLoad`
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swings 0→1 every cycle, so `effectiveRange` collapsed to ~0 and the weapon was perpetually "out
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of range" → `SendDamageMessage` never ran → NO damage and NO impact explosion (the "lackluster/
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absent laser hits, esp. the ER medium, on mechs AND buildings" report). FIXED 2026-07-15: read
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the QUALIFIED `this->Subsystem::damageZone->damageLevel`; an undamaged weapon now holds full
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STABLE `weaponRange`. Verified: laser `effRange` 500 stable (was 0/59/340/424), impact explosions
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13/22s (was ~2). [T2] See [[reconstruction-gotchas]] (`@0xE0` shadow/heat class).
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**Port status: RECONSTRUCTED + runtime-verified (tasks #36/#39/#58) [T2].** The chain: the
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cockpit eye inherits the twist AUTHENTICALLY through the draw traversal (`Torso::PushTwist` →
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hinge `rotationAmount` → `HingeRenderable::Execute` multiplies the live hinge into the matrix
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stack; the eye executes under `jointtorso → jointeye`; verified `[eyefwd]` sweeps with the real
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jointtorso — NO explicit eye-side compose exists, one briefly added on false "frozen eye"
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probe readings double-rotated the view and is retired, see [[cockpit-view]]); the crosshair sits
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at screen center (`gBTAimX = 0` — the old `BTTwistToReticleX` slew was THE bug: the camera
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already yawed, so the crosshair counter-slid to HULL-forward, "twisting leaves the crosshairs
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behind"; `BT_AIM="x y"` still pins it for headless tests) → `BTGetAimRay` (the BORESIGHT eye
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publishes pos+basis via `BTSetAimCamera`, leveled in pitch, the twist yaw riding in the basis) →
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`Mech::PickRayHit` (world ray → local frame → `BoundingBox::HitBy` slab test vs the collision
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template's ExtentBox → world hit point).
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**PICK-RAY ORIGIN = the TRUE EYEPOINT (Gitea #16 "shots land LOW, worse up close" — FIXED
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2026-07-20) [T1 evidence / T2 fix].** The task-#48 publish anchored the pick ray at
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`mech.y + 5.0` (a port improvisation) while the crosshair's sight line runs from the eyepoint
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(~y 6.2 on the DEV mech) — two parallel rays with a constant vertical offset, so the pick point
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slid DOWN the reticle as range closed (measured pre-fix via `BT_PARALLAX_LOG`, the pick point
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back-projected through the RENDER view: ry +0.07 @ 50u → +0.17 @ 16u → +0.32 @ 10u → +1.5 @
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2.7u; lasers AND missiles consume the pick, so both landed low). The binary's sight math is
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EYE-ORIGINATED [T1]: HudSimulation's designator HotBoxVector = target position transformed by
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`inverse(eyeSegToWorld)` ∘ `inverse(R(EyepointRotation))` where eyeSegToWorld = the HUD's mount
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SEGMENT frame × mech localToWorld (`@004b7830` part_013.c:5688-5702 — Ghidra drops the segment
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arg, disasm shows `hud+0xdc`; the seg→world composer is `FUN_00424da8` @00424da8); the VIEW is
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`inverse(jointtorso→jointeye→siteeyepoint)` (`FUN_004c22c4` part_013.c:11742); and the fired
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beam CONVERGES from the muzzle segment to the picked point `mech+0x37c` (`@004bace8`
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part_013.c:7742-7752) — so pick ray and sight line share the eye origin (the pod's division
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card cast from the view per Auric; the 0x37c/0x388 writer itself is in the un-exported gap).
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**The fix:** the viewpoint mech's cockpit `siteeyepoint` eye is marked the **BORESIGHT eye**
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(`DPLEyeRenderable::SetBoresightEye`, set in btl4vid.cpp) and owns the `BTSetAimCamera`
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publish in BOTH views (it executes in the mech's draw traversal every frame), origin = its own
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eye translation (eyeW row 4 — the exact frame the crosshair projects from); the leveling +
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`gBTEyeElev` re-application are unchanged. Chase ballistics are therefore IDENTICAL to cockpit
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(verified: chase-view pick lands at y=6.23076 = the cockpit eye height while the chase camera
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sits at y=11); the legacy `+5` anchor survives only as the no-boresight-eye fallback
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(spectator). Verified after: ry ≤ 5e-6 from 50u to point-blank 2.2u in cockpit AND glass
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builds; 26 laser `[dmghit]`s + 8 missile hits at range 1.7-2.2 on center-mass/upper zones with
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the lock ring on the target chest (`scratchpad/i16_laser.png`/`i16_missile.png`). Diags:
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`BT_PARALLAX_LOG` (pick→render-view back-projection via `BTProjectToRenderView`),
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`BT_GOTO_STOP`/`BT_GOTO_THR` (approach-test stop radius / walk throttle).
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**THE WORLD-PICK TARGET MODEL (task #41, the reconciliation — binary + pod-video evidence).**
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The target slot `mech+0x388` holds **whatever entity is downrange of the torso boresight** — a
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mech OR a WORLD entity (terrain/mesa/building). Evidence: (a) the weapon fire path is DOUBLY
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gated on `0x388 != 0` (`FUN_004baa88` :7689 AND `FUN_004bace8` :7727 wrap everything incl.
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`beamFlag`=+0x46c :7749 — no target ⇒ no discharge [T1]); (b) pod demo VIDEOS show lasers firing
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with no mech targeted — reconciled by (c): HudSimulation :5620 **explicitly handles a target
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WITHOUT damage zones** (`target->0x120 == 0`) — dead code unless non-mech entities get targeted;
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and (d) `0x388` has **11 reads / ZERO direct stores** across CODE (capstone scan) — the pick is
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written indirectly, AUTOMATICALLY, every frame; never a manual player lock. So: **fire at the
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enemy under your boresight → aimed zone damage; fire anywhere else → the beam hits the scenery
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downrange ("firing at nothing"); only a true sky shot (nothing within range) refuses to
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discharge.** The spinning-ring **LOCK** (HudSimulation 5619-5634) is a SEPARATE, stricter state
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(mech target only + host-zone < 0.75 damage + targeted-zone < 1.0). **Port implementation:** the
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boresight ray tests the enemy's collision box (`PickRayHit` → aimed hull point → STEP-6 zone
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under the boresight + hotbox + lock ring), else the terrain (`BTGroundRayHit` to 1200 →
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`gBTTerrainEntity` + the ground point — beam/missiles fly to the scenery, NO damage dispatch;
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the range caret authentically reads the ground distance, :5639), else no target (sky — the
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double gate refuses). Verified all three states (`BT_AIM` 0,0 / 0.6,0.5 / 0,−0.8). (⚠ This is
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the FOURTH targeting model iteration; the first three — sticky lock, mouse cursor, enemy
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auto-converge — all over-read the RP-shared `Reticle` struct or under-read the pick. The
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world-pick model is the one that fits ALL the evidence.) The HUD draws the aim group at the
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boresight ([0x9a] translate), the designator hotbox at the mech target's projected point (subB9
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hot / subB8 designated, `BTProjectHotBox`/`BTProjectToReticle`), and the edge arrows when
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off-screen/behind. `BT_FIRE_ARC` is now an EXPLICIT OPT-IN presentation clamp (unset = authentic
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no-arc). The old hardwired lock, the ±30°-default cone, and the projectile path's gEnemyMech
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fallback are all REMOVED. LMB fires lasers / RMB missiles (with SPACE/CTRL). ⚠ A view-selection
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bug was fixed en route: every
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renderable rebuild stomped `mCamera` back to the chase eye (btl4vid `mViewInside` now persists
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the chosen view — the aim camera feed and the V toggle both depend on it).
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**WORLD STRUCTURES ARE TARGETABLE via the STATIC COLLISION TREE (task #50, 2026-07-15) [T2].**
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The `BTGroundRayHit` "terrain" tier only samples the VISUAL heightfield, which on arena1 is a
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single flat `'sky'`-named ground mesh (`[visgnd] sampler ready: 1 terrain instances`) — and the
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class-42 map-instance stream (`BuildTables`) likewise holds only `'sky'`. So the garages/walls
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were invisible to the pick → shots passed through them, and only mechs moved the range axis (the
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user-reported regression). The FIX: the boresight now also ray-tests the **zone's static collision
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solid tree** — the SAME geometry that blocks the mech's walk. Mechanism is authentic engine code:
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`Mover::FindBoxedSolidHitBy` (MOVER.cpp) already tests movers, doors, AND the static world
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(`application->GetInterestManager()->GetInterestZone(interestZoneID)->GetCollisionRoot()->FindBoundingBoxHitBy(line)`).
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We factored its "test against the static world" tail into **`Mover::FindStaticSolidHitBy(Line*)`**
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(static solids only, no movers), wrapped by **`Mech::WorldStructurePick(start,dir,range,&hit)`**
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(mech.cpp — builds the world-space `Line`, reads the entry point back via `line->FindEnd` since
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`FindBoundingBoxHitBy`→`HitByBounded` clips `line->length = enter`). The pick order in mech4.cpp is
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now: closest MECH (`PickRayHit`, damage zones + lock) → closest STRUCTURE (`WorldStructurePick`,
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occludes a mech BEHIND it) → flat ground (`BTGroundRayHit`) → sky (fire-at-nothing). A structure
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hit designates `mech+0x388 = gBTTerrainEntity` (the no-damage-zone sentinel) + `0x37c` = the entry
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point, so the range caret reads the structure distance and NO lock ring draws (mech4.cpp:4529, the
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`des != hotTarget` branch), exactly the reported authentic behavior.
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**⚠ SUPERSEDED IN PART (2026-07-19, issue #3): the struck ENTITY, not the sentinel, is now
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designated.** The binary damages world structures/icons under the boresight [T1]:
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`MechWeapon::SendDamageMessage` @004b9728 (part_013.c:6765-6794) gates only on "target NOT derived
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from Mech (Derivation@0x50bdb4) OR aimed zone != -1" — i.e. a NON-MECH target is sent the zone=−1
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TakeDamageMessage UNCONDITIONALLY — and the Missile contact branch @004be078 dispatches at
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whatever entity's solid the round struck (owner via the solid's tag pointer) with NO class test.
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The port: `Mech::WorldStructurePick` (mech.cpp) now returns the struck solid's owning entity
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(`BoxedSolid::GetOwningSimulation` — every static solid carries its Terrain/CulturalIcon/Door
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entity, TERRAIN.cpp:107/246, DOOR.cpp:395), the mech4.cpp pick block designates it (sentinel only
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as fallback), and the projectile contact path grew the non-mech damage-zoned else-branch
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(@004be078 mirror, direct Dispatch). A plain terrain owner IGNORES the damage
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(Entity::TakeDamageMessageHandler returns on zone==−1/no zones, ENTITY.cpp:885); a CulturalIcon's
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own handler maps −1→0 and dies → its FULL res-32 `trkdead` explosion (dtrkboom+dtrkburn) instead
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of only the ram crunch — see [[rendering]] §Cultural-icon DESTRUCTION. HUD unchanged: the icon is
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never `hotTarget`, so no hotbox/lock ring (the `des != hotTarget` terrain branch). Verified live:
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26 laser truck/prop kills (`[cult] TakeDamage type=3` → `DYING res=32`), ram crunch (res 31)
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unregressed. [T2] ⚠ There is NO ray query
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against the ground/`containedByNode` `BoundingBoxTree` — `FindBoundingBoxUnder` is DOWNWARD-only
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(gravity/ground-snap: `*height = FindDistanceBelowBounded`), useless for a horizontal boresight;
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the static SOLID tree (`BoxedSolidTree::FindBoundingBoxHitBy`) is the only ray-vs-world query.
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Verified: a `BT_WSWEEP` horizontal ray-fan on arena1 tracks position (3/24 hits near the boundary
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→ 17-21/24 inside the interior garage cluster → 3/24 past it — discrete interior solids, not just
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an enclosing box), no crash. The interactive boresight (`BTGetAimRay`) can't be exercised headless
|
||
(no window → `noRay`), so the SWEEP is the headless proof; interactive aim is user-verified.
|
||
|
||
## Firing arc + muzzles
|
||
There is NO firing-arc field in the binary (`Emitter::FireWeapon` fires whenever HasActiveTarget) —
|
||
the 1995 game got away with it because it was **cockpit-only** (a beam behind you is off-camera). The
|
||
port's external camera exposes it, so the arc is gated on the **torso twist range**
|
||
(`Torso::GetHorizontalReach`, 0 for the twist-disabled Blackhawk) + a base aim tolerance
|
||
(`BT_FIRE_ARC`, a labeled PORT presentation param). Beams fire from the mech's real gun-port SITE
|
||
segments (siterugunport etc.) resolved via `GetSegment(name)→segmentToEntity×localToWorld`. [T2]
|
||
|
||
## REAR-FIRE + look views (task #68, 2026-07-16) [T1]
|
||
The pod had a rear arsenal + a five-state LOOK-VIEW system (all reconstructed + live):
|
||
- **weapon.rearFiring @0x334** = the MOUNT SEGMENT page name contains 'b' (ctor marker @0x511aa2;
|
||
the back ports `sitelbgunport`/`siterbgunport`). Roster survey: **the Blackhawk's ERMLaser_2/3
|
||
are the ONLY rear weapons in the game** (both loadout variants; the Owens model HAS back ports
|
||
but mounts nothing on them; every missile rack is forward).
|
||
- **mech.rearFiring @0x410** = OR of the weapons' flags (ctor part_012.c:10220).
|
||
- The mapper look machine (part_013.c:396-459; modes 0=fwd 1=left 2=right 3=BACK 4=down from the
|
||
look buttons): on change it writes **EyepointRotation (mech+0x360)** — side yaw = the authored
|
||
per-mech look angles (model rec +0x50-0x5c → mech 0x564-0x570), look-back = yaw π + lookBackAngle
|
||
pitch — and re-arms each weapon's **viewFireEnable @0x3E0** (fwd = !rear, back = rear, else 0).
|
||
0x3E0 is the fire gate (the Loaded→Firing transition, part_013.c:7689 — the old
|
||
`useConfiguredPip` label) AND selects the HUD pips: the reticle registers each pip in group
|
||
1(front)/2(rear) from the RearFiring attr (part_014.c:5429-34) and draws the group in the mech's
|
||
reticleElementMask low bits (mech+0x390: fwd |1&~2, back |2&~1, part_013.c:5588-95).
|
||
- Port: keyboard **HOLD 'V' = look back**; side/down looks not yet key-bound. `[rearfire]`/
|
||
`[look]` traces under BT_PROJ_LOG/BT_KEY_LOG.
|
||
- Missile LAUNCH direction: rounds leave along the **mount segment's world frame** (the binary
|
||
spawns the missile with the full muzzle-segment AffineMatrix, fire builder @0x4bcc60:8762-64,
|
||
authored MuzzleVelocity composed with z NEGATED + the mech's own velocity) — was the
|
||
"missiles fire out of his back" torso-twist bug (launch followed the LEGS while the muzzle
|
||
followed the twist).
|
||
- BANKED for the full Missile-entity revival (decoded, not yet ported — commit ab6ea83): the three
|
||
authentic performances — Seeker 0x4be9a0 (aim = target-frame offset / 100u-ahead-of-own-frame
|
||
dumb + loft/lead 0x4beae4), Thruster 0x4be474 (quaternion-slerp BODY turn toward the aim at
|
||
turnRate°/s), MoveAndCollide 0x4bef78 (velocity aerodynamically aligned to thrust via
|
||
signed-square per-axis gains, ballistic droop as fuel burns, PROXIMITY FUSE on seeker
|
||
rangeToTarget, max-range + altitude-floor retire).
|
||
|
||
## Weapon fire is a PORT reconstruction (the dpl_* beam layer is unported)
|
||
`Emitter::FireWeapon` builds a muzzle→target beam but the `dpl_*` beam renderable was never ported →
|
||
the beam is drawn by `BTPushBeam`/`BTDrawBeams` (L4VIDEO — an additive quad / the real `ermlaser.bgf`
|
||
tube with the scrolling `bexp` grit). Fire rate is decoded-exact (DischargeTime 0.2 + RechargeRate 2.2
|
||
per ER-M laser; [[decomp-reference]] §5). Flying projectiles (LRM/autocannon) are also a PORT
|
||
reconstruction (`BTPushProjectile` — the 2007 Entity is too small for the binary's raw integrator
|
||
offsets). [T2]
|
||
|
||
## The RAM economy — CLOSED (2026-07-12) [T1 evidence, T3 normalization]
|
||
Three-layer story, measured live + decomp-verified:
|
||
1. **The armor economy is POINTS**: every zone streams `damageScale[5]` — 5 cells indexed by
|
||
`damageType` DIRECTLY (Collision/Ballistic/Explosive/Laser/Energy; task #60 correction — NOT an
|
||
"even/odd slot" parity), each destructive type's cell ≈ `1/armorPoints` (armor 50–140).
|
||
`damageLevel += amount × damageScale[type]`, 1.0 = destroyed — engine `DAMAGE.cpp:379` (arcade
|
||
`@0041e4e0`), called from `mechdmg.cpp:427`; the `[zone-armor]` + per-hit `[dmghit]` dumps,
|
||
BT_DMG_LOG. Weapons author point-scale amounts (laser 11.77 ≈ 10 torso hits). **`burstCount` is
|
||
NOT in this formula — zone damage IGNORES it** [T1]; one Damage message = one `amount×scale`
|
||
application regardless of burstCount (burstCount is read only by the gyro-bounce math + the
|
||
SplashDamage falloff). A cluster missile therefore lands its damageAmount ONCE — see the
|
||
SALVO-LEAD FIX below for why the port's N-round missiles must damage once per salvo. ✓
|
||
2. **StaticBounce prices rams with the AUTHORED moverMass ≈ 1.3e6 units** → ~600×v² ≈ 59,000
|
||
points for a 10 m/s ram (measured: 59221@9.94, 398@0.81; `[collide-tx]` now logs mass/e).
|
||
The binary DISPATCHES it raw (@part_012:15324-15358) — but in pod MP it landed on the local
|
||
REPLICANT of the victim (the master never heard it; MECH.CPP:986 warns and proceeds) —
|
||
**ram damage was network-inert in the pod**. Our task-#47 replicant forwarding (required
|
||
for MP weapon damage) surfaced it as a one-shot. Port: `BTDispatchCollisionDamage`
|
||
normalizes ×1e-3 to the armor-point economy (bump = points, charge = tens) [T3].
|
||
3. **The contact EDGE**: the binary's bounce reversed the mover's velocity so the frame after
|
||
a bump read as separating; our gait re-derives velocity per frame (still closing while
|
||
pressed / respawn-overlapped) → sustained contact re-priced full rams at 60Hz (the respawn
|
||
explode-loop). Port: `ramLastVictim`/`ramContactLinger` (mech.hpp) — one bump = one damage
|
||
event; pressed = BLOCK; re-arms 0.35s after separation; cleared on Reset.
|
||
Band effects: `MechDeathHandler::Tick` fires the CURRENT band descriptor on any damage rise
|
||
(the binary's changed-flag semantics, workflow-verified) — a damaged mech under fire smokes/
|
||
burns per hit; the earlier crossing-only gate was over-tight (the metronome was SHKWAVE).
|
||
|
||
## Ballistic damage type -- FIXED (2026-07-23, issue #27) [T2]
|
||
Playtest matchlog forensics (2,591 applied-damage events over 2 rounds): the damageType
|
||
histogram had Collision/Explosive/Laser/Energy but **Ballistic (type 1) NEVER appeared**,
|
||
despite 136 projectile impacts + autocannon/Gauss mechs. The weapon parses its authentic
|
||
`damageData.damageType` right (mechweap.cpp:316, "BallisticDamage"->1), but `BTPushProjectile`
|
||
dropped it and every mech4.cpp projectile-impact site hardcoded `ExplosiveDamageType` -- so
|
||
autocannon/Gauss scaled against armor via `damageScale[Explosive]` not `damageScale[Ballistic]`
|
||
(distinct cells: `damageLevel += amount * damageScale[type]`). Lasers/PPCs were correct (their
|
||
`SendDamageMessage` carries the weapon damageData); only the projectile path flattened. FIX:
|
||
`BTProjectile` gains a `damageType` field, threaded from the weapon at launch through to impact
|
||
(missiles still resolve Explosive from their own type; autocannon/Gauss now Ballistic). The
|
||
missile-SPLASH template stays Explosive. [T2 verify: an autocannon mech produces type=1 DMG.]
|
||
|
||
## AMMO BAY FIRE / COOK-OFF — FIXED (2026-07-25, issue #46) [T1 mechanism, T2 live]
|
||
Field report (night 3): "two ammo bay fires and no death" (Cyd + RajelAran, one purged one
|
||
left burning). Root cause = **three stacked kill-switches** on the same path in `ammobin.cpp`:
|
||
`GameClock::Now(){return 0}` (→ `cookOffTime < 0<0` — an armed fire NEVER detonated),
|
||
`InjectHeat(void*){}` (detonation applied nothing), and a never-stamped damage record (0 dmg of
|
||
type 0 even if it had). The authentic mechanism, raw-disasm verified (`scratchpad/disammo.py`):
|
||
- **Arming**: bin `heatAlarm` FAILURE(2) with rounds left, or message 1 (crit-induced,
|
||
`HandleMessage @004bdb94`). `cookOffTime = Now().ticks + round(10.0 × ticksPerSecond)` — a
|
||
**FIXED 10-second fuse**. (The old "RandomDelay" was a Ghidra artifact: `FUN_004dcd94` is
|
||
`__ftol`; the caller's x87 expression `10.0 × DAT_0052140c + 0.5` was dropped from the export.
|
||
`DAT_0052140c` = SystemClock ticksPerSecond. See [[reconstruction-gotchas]] §__ftol.)
|
||
- **Purge cancels**: bin Empty (eject-hold bay dump) → `cookOffArmed=0`, no detonation.
|
||
- **The bin's damage record** (`Damage cookOffDamage @0x1F0..0x21C`, was mislabeled "heat
|
||
descriptor"/"heatPerRound"): stamped at construction by the linked **ProjectileWeapon ctor
|
||
@004bc3fc** — `bin+0x1F0.. = weapon->damageData @0x3A8` (type/per-round amount/force/normal/
|
||
impact/burst), via `owner->roster[0x128][resource+0x1C0]`, UNGUARDED. Sequencing is
|
||
load-bearing: the stamp precedes MissileLauncher's chained ctor dividing its own damageData by
|
||
missileCount — a missile bin holds the per-SALVO amount. (projweap.cpp's old comment called
|
||
this "the bin's HUD display block", and it was never wired.)
|
||
- **Detonation** (`CookOff @004bd300` → `@004ac274` = `MechSubsystem::DistributeCriticalHit`):
|
||
local Damage = record, amount = ammoCount × per-round; statusAlarm pulse Exploding(2)→
|
||
Destroyed(1) (slot-13 = the `printSimulationState` state PRINT @004ac8c0, NOT an "explosion
|
||
notify"); own private zone `structureLevel = 1.0`; then **collect the mech DamageZones whose
|
||
crit entries plug this subsystem** (the binary iterates the bin's Node links filtering
|
||
classID 0x4E = `DamageZoneClassID`, VDATA.h idx 78), split the amount evenly, and send the
|
||
OWNER one full `TakeDamageMessage` per zone — `inflictingEntity`=SELF, `damageZone`=index,
|
||
`inflictingSubsystemID`=the bin (the message-manager's explosion-resource bundling key,
|
||
ENTITY3.h's own NOTE) — printing `"ammo explosion damaging <zoneName>"` (@0050df61). Port:
|
||
`Mech::AmmoExplosionFanOut` (mechdmg.cpp) behind `BTAmmoExplosionFanOut`; guarded deviation:
|
||
zoneCount==0 warns instead of the binary's unguarded divide.
|
||
- **Verified live** (`scratchpad/baytest.py` / `baypurge.py`, hook `BT_BAYTEST=<frame>`):
|
||
arm → 10s → `20 rounds × 35 = 700 (type 2 Explosive)` → `ammo explosion damaging dz_ltorso`
|
||
→ zone cascade → **mech DESTROYED** (authentic death list); purge arm → `EXTINGUISHED`, no
|
||
detonation. `BAYBOOM` matchlog record added for MP forensics.
|
||
⚠ Family gap logged in [[open-questions]]: `HandleMessage` is vtable slot 8/9 in the binary but
|
||
the reconstruction declares it NON-virtual across 10 classes (no live base-typed callers yet).
|
||
⚠ **Fix-of-the-fix (caught by the sim3 regression, same day):** `MechSubsystem`'s
|
||
`ReconDamageZone` proxy puts `structureLevel` at **offset 0 — aliasing the real engine
|
||
`DamageZone`'s VTABLE pointer** (the private zone IS `new DamageZone`, mechsub.cpp:154).
|
||
Writing `damageZone->structureLevel = 1.0f` through the proxy overwrote the zone's vptr with
|
||
`0x3F800000`; the respawn sweep's virtual `SetGraphicState` (slot 3 = vtable+0xC) then called
|
||
through it → AV at `0x3f80000c` in `RespawnRepair` (`sim3` pod3, 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` (read the vptr as a float → always "intact") and `ApplyDamageAndMeasure` (the
|
||
crit cascade's damage-measure read garbage). Gotcha §5 (alias fields), new archetype.
|
||
|
||
## ⚠ A subsystem's PRIVATE zone cannot be damaged via `TakeDamage` (2026-07-28) [T0]
|
||
Each `MechSubsystem` owns a private `DamageZone` at `+0xE0`, built by the **2-arg trivial ctor**
|
||
`new DamageZone(this, 0)`. That ctor (`engine/MUNGA/DAMAGE.cpp:187-190`) zeroes **all five**
|
||
`damageScale[]` entries, `Reset()` never touches them, and the only other writer in the tree is
|
||
`Mech__DamageZone` — the mech's *streamed* zones (`mechdmg.cpp:246-253`), a different class. Since
|
||
`DamageZone::TakeDamage` is `damageLevel += damageAmount * damageScale[damageType]`, **any**
|
||
`TakeDamage` against a subsystem's own zone is arithmetically a no-op, whatever the amount or type.
|
||
Verified by experiment: a zone seeded to 0.6 and fed −0.011f for ~1500 ticks never moved.
|
||
The crit path works because it **bypasses this entirely** and writes `damageLevel` directly
|
||
(`DistributeCriticalHit` pins `*(this[0x38]+0x158) = 1.0f`; `ForceCriticalFailure` sets the state).
|
||
Practical consequence: if you are reconstructing something that "damages a subsystem", route it the
|
||
way the crit path does — a `TakeDamage` call there will silently do nothing. This is also why
|
||
Myomers' Performance `@004b8bb9` (an un-powered self-repair) is dead code in the 1995 binary itself:
|
||
see [[subsystems]] WAVE 6.
|
||
|
||
## Damage delivery + the real damage model
|
||
`Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&)` → `target->Dispatch`.
|
||
**Base handler IGNORES zone==−1** (`Entity::TakeDamageMessageHandler`, ENTITY.cpp:878 — returns on
|
||
`damageZone==−1`; the message carries `invalidDamageZone = damageZone<0` + `damageData.impactPoint`).
|
||
The Mech override that resolves an unaimed hit's zone from the impact point (the **cylinder hit-location
|
||
model**, **STEP 6**) is now **RECONSTRUCTED + runtime-verified [T2]** — see "STEP 6 COMPLETE" below.
|
||
(Historical: it used to be unreconstructed, meanwhile aiming a valid zone.) **Investigated 2026-07 (durable):** the earlier-cited addresses `FUN_004a0230`/`FUN_0049ed0c` do
|
||
NOT exist — the real pieces are: the **CylinderDamageZoneTable** = a list of 0x30-byte cylinder entries
|
||
(entry ctor `FUN_0049e740`) loaded from resource type **0x1d** by the mech's cylinder-table NAME; the
|
||
table ctor is `FUN_0049ea48` (vtable 0x50bd84, alloc 0x2c, cached at `Mech[0x111]`=byte 0x444) — the recon
|
||
DOES build it (mislabeled `StandingAnimation`, mech.cpp:1221) but with an EMPTY name → 0 entries → the
|
||
lookup is a no-op. **Fully reversed (2026-07):** the table is a passive nested-list **height × angle grid** — 3 container
|
||
classes: TABLE (0x2c, ctor `FUN_0049ea48` / dtor `0x49eadc`, vtable 0x50bd84, `this[3]`=mech,
|
||
`this[4]`=row list, `this[10]`=row count) → ROWS by HEIGHT (0x30, ctor `FUN_0049e740` / dtor `0x49e814`,
|
||
vtable 0x50bd90, `this[3]`=RotateWithTorso flag, `this[4]`=torso (mech+0x438), `this[5]`=cell list,
|
||
`this[0xb]`=cell count, cell key `i·(2π/count)` — `_DAT_0049e810`=**6.2831855=2π**) → CELLS by ANGLE
|
||
(0x2c, ctor `FUN_0049deb0` / dtor `0x49df80`, vtable 0x50bd9c, `this[4]`=a refcounted zone-dict filled
|
||
by `FUN_0049e5e4`, count-prefixed {int→int} entries) → zone ref(s).
|
||
**⚠ CORRECTION (2026-07, verified from decomp): the lookup is NOT "entirely in the unexported handler"
|
||
— it is EXPORTED pseudocode [T1].** Two functions:
|
||
- `FUN_0049eb54` (@0049eb54, TABLE-level, `void(table, float* worldImpactPoint)` — Ghidra mistypes the
|
||
return; it tail-returns the found cell): (1) transform world impact → **mech-local** via
|
||
`FUN_00408bf8`+`FUN_00408440` reading the mech's transform at `mech+0xd0`; (2) **HEIGHT→row**:
|
||
`mechHeight = *(*(mech+0x2ec)+0xc)`; clamp `local.y` to `[0,mechHeight]`;
|
||
`rowIndex = clamp(floor(rowCount·y/mechHeight), 0, rowCount-1)`; `row = rowList.Find(&rowIndex)`
|
||
(int key, list method vtable+0xc); (3) **ANGLE**: if `|local.z|>eps && |local.x|>eps`,
|
||
`angle = atan2(local.z, local.x)` (`FUN_004dc8ec`=atan2, confirmed via `s_atan2`), wrap `<0 → +2π`;
|
||
else degenerate `angle = FUN_00408050()·2π`; then call `FUN_0049e678(row, angle)`.
|
||
- `FUN_0049e678` (@0049e678, ROW-level angle→cell): if `RotateWithTorso` (row+0xc), `angle += torso facing
|
||
(*(torso+0x1d8))` and wrap into `[0,2π)`; `cellIndex = floor(cellCount·angle/2π)`; reconstruct the exact
|
||
float key `(cellIndex+1)·2π/cellCount` (cells stored under `i·(2π/count)`, i=1..count);
|
||
`cell = cellList.Find(&key)` (float key, list method vtable+0xc).
|
||
Constants: `_DAT_0049e810 = _DAT_0049e72c = _DAT_0049ed08 = 2π`; `_DAT_0049e734 = 1/(2π)`;
|
||
`_DAT_0049e730 = _DAT_0049ed00 = 0.0`; `_DAT_0049ed04 = eps`; `DAT_004e0f80/84/88 = (0,0,0)`.
|
||
**Within-cell selection (fully recovered `FUN_0049de14` + disasm):** the cell → a **cumulative
|
||
hit-distribution**; `zone = FUN_0049de14(cell)` rolls `random()` (`FUN_00408050` = `(1/RAND_MAX)·engineRand`,
|
||
uniform [0,1)) and returns the **first entry whose threshold > roll** (entries sorted ascending) — classic
|
||
BattleTech dice hit-scatter. The tiny glue `FUN_0049ed0c(table,worldPt) = FUN_0049de14(FUN_0049eb54(...))`;
|
||
the real **`Mech::TakeDamageMessageHandler`** (disasm @0x4a037a, two call sites 0x4a038c/0x4a04b9) is:
|
||
`if (msg->invalidDamageZone /*msg+0x28*/) { msg->damageZone /*+0x24*/ = FUN_0049ed0c(mech[0x111]/*+0x444*/,
|
||
&msg->damageData.impactPoint /*+0x4c*/); msg->invalidDamageZone = 0; }` then the base
|
||
`damageZones[zone]->TakeDamage`.
|
||
**STREAM FORMAT — BYTE-VERIFIED against the real type-29 `.RES` bytes (EXACT consumption, 18 tables) [T1]:**
|
||
```
|
||
Table { i32 rowCount; Row[rowCount] }
|
||
Row { i32 rotateWithTorso; i32 cellCount; Cell[cellCount] }
|
||
Cell { i32 nameLen; char name[nameLen]; u8 0x00; i32 entryCount; Entry[entryCount] }
|
||
Entry { f32 cumulativeThreshold; i32 zoneIndex } // zoneIndex → damageZones[]
|
||
```
|
||
Real sample (`ava1`, 7 rows × 8 cells): rows 0-2 `rotateWithTorso=0` (feet/legs — fixed to chassis),
|
||
rows 3-6 `=1` (upper body — rotates with torso twist); a foot cell = `{0.5→16, 0.8→10, 1.0→5}`. The table
|
||
is found by the mech's **type-0x14 DamageZoneStream NAME** (`ResourceDescription::resourceName`) →
|
||
`ResourceFile::FindResourceDescription(name, DamageLookupTableStreamResourceType/*29*/)`.
|
||
So STEP 6 was = (6b) the name-load; (6c) the table + `ResolveHit→zone`; (6d) the
|
||
`Mech::TakeDamageMessageHandler` override. **✅ ALL DONE — see "STEP 6 COMPLETE" below (`d07ac7d`):** the
|
||
name-load BYPASSED the no-op `ResourceFindByName` via `SearchList(type=0x14)` (mech.cpp:1631), so the table
|
||
loads live (`[cyl] table 'bhk1'/'madcat'/'ava1' layers=7`) and `ResolveHit` resolves unaimed hits to zones.
|
||
**Nothing was guessed — geometry, roll, handler, and byte format all verified.**
|
||
|
||
## The classes ALREADY EXIST — `game/reconstructed/dmgtable.cpp` (2026-07 discovery)
|
||
The three container classes are **already reconstructed** in `dmgtable.cpp`/`.hpp` (in the build):
|
||
`DamageLookupTable` (layers=height) → `PieSlice` (slices=angle, `SelectSlice`) → `DamageZonePercentTable`
|
||
(leaf, `SelectZone`=the roll, `ReadEntries`=stream parse). It **independently confirms this RE exactly**.
|
||
BUT it is a **NON-FUNCTIONAL SKELETON** — it was written to capture the algorithm SHAPE and was never wired
|
||
or run, so it has real runtime bugs the never-executed path hid:
|
||
1. Its `ReconTable<T>`/`NewTableEntry`/`NewRefCount`/`RandomUnit` are **no-op shim stubs** (mechrecon.hpp —
|
||
`Insert(){}`, `Lookup()→0`) → the table stays empty + lookups return null. Must be backed by REAL storage
|
||
(safe: `ReconTable` is used ONLY in dmgtable). Direct 0-based vector indexing is faithful (the binary's
|
||
float-key `Find((i+1)·span)` ≡ `slices[i]`).
|
||
2. `DamageZonePercentTable::ReadEntries` **skips the cell name-string** (`FUN_00402948` = `[i32 len][len+1
|
||
bytes: chars+NUL]`) that precedes the entry count → must read+discard it first or the parse misaligns.
|
||
3. `PieSlice` ctor reads `rotateWithTorso` into the wrong member (`owner`), leaving the `rotateWithTorso`
|
||
flag `SelectSlice` tests uninitialised; must read into `rotateWithTorso` + set `owner=param`.
|
||
4. `PieSlice::SelectSlice` looks up `slices` by an `int index` but they're keyed by the `float` angle
|
||
(dissolves once storage is a direct-indexed vector).
|
||
5. `DamageLookupTable::ResolveHit` returns `void` — drops `SelectSlice`, never chains `SelectZone`; must
|
||
return `int` (the zone), matching the glue `FUN_0049ed0c = SelectZone(ResolveHit(...))`.
|
||
6. `Mech::WorldToLocal` / `TorsoOrientationSource` are DECLARED (mech.hpp) but UNDEFINED (never linked
|
||
because dmgtable is never called); the height (`mech+0x2ec`=`[0xbb]`, the collision cylinder, `+0xc`=height)
|
||
+ torso heading (`torso+0x1d8`) need NAMED accessors (databinding trap — no raw offset reads).
|
||
So 6c = back the classes with real storage + fix bugs 2-5 + implement the 3 accessors; 6d = wire the mech
|
||
ctor (real name-load, replacing the mislabeled `StandingAnimation` stub @mech.cpp:1221) + the handler override.
|
||
|
||
## ✅ STEP 6 COMPLETE (2026-07-08) [T2]
|
||
Built + runtime-verified. Changes:
|
||
- **`dmgtable.cpp`/`.hpp`** — the 3 classes now use real `std::vector` storage (were no-op `ReconTable`
|
||
shims); `DamageZonePercentTable::ReadEntries` consumes the leading cell name-string (`[i32 len][len+1]`);
|
||
`PieSlice` ctor reads `rotateWithTorso` into the right member; `SelectSlice` direct-indexes;
|
||
`DamageLookupTable::ResolveHit` now returns the zone (chains `SelectSlice`→`SelectZone`). Stream type is
|
||
the real `MemoryStream` (`ReadBytes`).
|
||
- **`mech.cpp` ctor** — replaced the empty-name stub with the real load: `FindResourceDescription(dzRes->
|
||
resourceName, DamageLookupTableStreamResourceType/*0x1d*/)` → `DynamicMemoryStream` → `new DamageLookupTable`
|
||
cached in the **named member `Mech::damageLookupTable`** (binary `this[0x111]`/byte 0x444; was mislabeled
|
||
`ammoExpended` in the offset map); `~Mech` `delete`s it. ⚠ It was ORIGINALLY "cached" at `Wword(0x111)` —
|
||
the absorber bank — which stores NOTHING, so the whole unaimed path was inert until 2026-07-08 (the
|
||
"can't kill the enemy" bug). See [[reconstruction-gotchas]] §2. [T2]
|
||
- **`Mech::TakeDamageMessageHandler`** override registered (`MESSAGE_ENTRY(Mech, TakeDamage)`, overlays
|
||
Entity's by ID): the handler FIRST feeds the raw `Damage` to the Gyroscope hit-bounce (`GyroApplyDamage`,
|
||
@0x4a0264 hub, task #56) before zone resolution; then on `invalidDamageZone`, `msg->damageZone =
|
||
table->ResolveHit(msg->damageData.impactPoint)`, clear the flag, then base-route. Aimed hits pass
|
||
straight through.
|
||
- **Named accessors (no databinding-trap raw reads):** `Mech::WorldToLocal` (`localToWorld.MultiplyByInverse`),
|
||
`CylinderReferenceHeight` (`standingTemplateMaxY` = `collisionTemplate->maxY` = the binary `mech+0x2ec[+0xc]`),
|
||
`TorsoHeading` (via the `BTGetTorsoTwist` bridge in `torso.cpp` → `Torso::CurrentTwist` = torso+0x1d8;
|
||
torso.hpp can't be `#include`d into mech.cpp — subsystem-stub collision).
|
||
- **Runtime verify (2026-07-08, POST-Wword-fix — the earlier "verified" claim was PARTIAL: the handler
|
||
wiring was live but the table cache was inert):** with `BT_AUTOFIRE=1 BT_AUTODRIVE=0.5 BT_SPAWN_ENEMY=1`,
|
||
the full chain runs end-to-end: `[cyl] unaimed hit → zone N` resolves across **19 distinct zones**
|
||
(front-facing zones 0/6/17/15/4 dominate for head-on fire, as the geometry predicts), structure climbs
|
||
gradually per hit, the enemy dies after **14** hits (not 1) via the authentic cascade, 4+ zones reach
|
||
`DestroyedGraphicState`, and the destroyed segment meshes visibly swap (RemakeEntity). Env gates
|
||
`BT_CYL_LOG=1`, `BT_AUTOFIRE`/`BT_AUTODRIVE` (dev force-inputs, mech4.cpp). [T2]
|
||
- **Fire path now UNAIMED (2026-07-08):** both bring-up hit paths (the SHOT block + the projectile
|
||
impact, mech4.cpp) dispatch `zone=−1` + a world impact point (beam entry point = enemy origin shifted
|
||
~3u toward the shooter at muzzle height; the projectile uses its own impact position) → the cylinder
|
||
resolves the struck EXTERIOR zone. The old code aimed the internal VITAL zone directly →
|
||
invisible 1-shot kills (internal zones are soft; the binary never aims them — they die only via the
|
||
destruction cascade `RecurseSegmentTable`/`SendSubsystemDamage`). On kill the wreck STAYS TARGETED
|
||
(`gEnemyMech` is NOT nulled) so beams keep terminating on it — nulling it made every later beam a
|
||
"free" ray that visibly passed through the wreck; scoring latches off via `gEnemyDestroyed` — until
|
||
the burial transition drops the lock (`gEnemyMech = 0` when the buried wreck goes INERT, mech4.cpp). [T2]
|
||
`Mech__DamageZone::TakeDamage` → engine armor model (`damageLevel
|
||
+= damageAmount*damageScale[type]`) → 1.0 = zone destroyed → death. The Mech ctor populates the
|
||
inherited `damageZones[]` from the DamageZoneStream (type 0x14) resource. `class Damage{ damageType
|
||
(Collision/Ballistic/Explosive/Laser/Energy), damageAmount, damageForce, surfaceNormal, impactPoint,
|
||
burstCount }`. Verified: `structure` climbs, vital zone destroyed → `*** TARGET DESTROYED ***`. [T2]
|
||
Two non-field fixes were needed: **message-handler chaining** (an unchained set drops TakeDamage
|
||
silently) + **entity validity** (`SetValidFlag()` on a manually-spawned entity) — see
|
||
[[reconstruction-gotchas]] §9. [T2]
|
||
|
||
## Ram (mech-vs-mech collision) damage — the economy (2026-07-12)
|
||
The binary's `Mech::ProcessCollision` (part_012.c:15280-15413) computes contact damage with the
|
||
engine `Mover::StaticBounce` [T0 MOVER.cpp]: **damage = 0.0005 × (1−e²) × impact² × moverMass**
|
||
(KE loss; `impact` = own `worldLinearVelocity·normal`; mass/elasticity/friction stream from the
|
||
model gamedata `MoverMass` etc.). On a Mover owner it gates on separating-contact (`normal·rel <
|
||
−1e-4 → return`), then on `ClassID==0xbb9` dispatches a `DamageMessage{id=0x64, zone=−1,
|
||
CollisionDamageType}` at the OTHER mech (the receiver's cylinder table resolves the zone). Ported
|
||
in `BTDispatchCollisionDamage` (mech4.cpp) [T1]. **Observed live economy [T2]:** weapons 3.4-11.8
|
||
per hit; a walking/running ram = 13-62 per contact frame; a sustained ram killed a pristine mech
|
||
at 102.5 total (4 contacts) via (presumably) a vital torso zone — per-zone HP = the authored
|
||
`CollisionDamagePoints` (fallback `WeaponDamagePoints`), scale = 1/points, replayed from the
|
||
type-0x14 stream. Whether ~100-pt ram lethality matches the pod is unverified (the authored
|
||
collision points for the torso zones haven't been dumped) [T3].
|
||
**⚠ The one-shot bug (fixed 2026-07-12):** multi-solid frames amplified the velocity StaticBounce
|
||
priced damage from (62 → 112,375; killed a pristine mech through a single bump) — gotcha #16 in
|
||
[[reconstruction-gotchas]]; fix = `frameEntryWorldVelocity` restore per contact + `Mech::Reset`
|
||
motion zeroing. `[collide-tx]` (BT_MP_NET) logs every dispatched ram with the pricing velocity.
|
||
|
||
## Death — the wreck STAYS (P5 CLOSED)
|
||
A killed mech does NOT disappear — BT death is a STATE transition
|
||
(`SetGraphicState(DestroyedGraphicState)` + death anim + effect/splash), the mech becomes a persistent
|
||
WRECK (RP analog: `VTV::DeathShutdown`). **NEVER issue `DestroyEntityMessage` on death** — the
|
||
teardown crash was an artifact of forcing a removal the original never does. The actual bug was ONE
|
||
thing: an EXPLICIT `JointedMover::~JointedMover()` in the reconstructed `~Mech` ran the whole base-dtor
|
||
chain TWICE (the dtor-epilogue rule, [[reconstruction-gotchas]] §7) → a double-free of `collisionLists`
|
||
+ the segment table. Removing it fixed BOTH the death-row crash AND app-exit crashes. [T2]
|
||
|
||
**⚠ The SILENT death-crash (Gitea #12, FIXED 2026-07-20) was NOT a mech-teardown bug at all — it
|
||
was the DEATH-EXPLOSION AUDIO.** A silent hard crash (no WER/markers) a few seconds after ANY mech
|
||
death — solo dummy, MP self-death, MP peer PEER_DOWN — deterministic on the first kill. Root cause:
|
||
the death boom is the **AllExplosion preset (25 layered zones)**, but the port's OpenAL
|
||
`SourceSet.sources[]` array was only **5** wide, so acquiring channels for it overwrote adjacent
|
||
heap; the corruption turned fatal seconds later at the death Explosion's own audio-entity teardown
|
||
(`FryDeathRow → Explosion::~Explosion → …DestroyEntityAudioObjects → ~Dynamic3DPatchSource →
|
||
operator delete`) or the next sequenced virtual dispatch (`AudioControlSequence::RunSequence →
|
||
Send`, garbage vtable). Fixed by sizing `sources[]` to the real max — see [[reconstruction-gotchas]]
|
||
§21 (Gitea #12). NOT the held #16 boresight-eye dtor (exonerated), NOT the `rev=-64` mppr value
|
||
(a `ControlsButton` negative = release, benign). [T2]
|
||
|
||
## Death SEQUENCE reconstruction — the map (2026-07-08)
|
||
Full decomp map of the death path. Two tiers:
|
||
**EXPORTED (reconstructable) [T1 read]:**
|
||
- `Mech::AdvanceLegAnimation` (`FUN_004a5028`) / `AdvanceBodyAnimation` (`FUN_004a5678`) — the **fall-anim
|
||
latch**: `movementMode` (mech+0x40) **5/6/7/8** = the four fall directions → animation-TABLE slots
|
||
**0x1c-0x1f** (`table[i]` at `mech+0x5cc+i*4`; `SetLegAnimation`/`SetBodyAnimation` =
|
||
`FUN_004a7fc4`/`FUN_004a800c` @part_012.c:13557/13570), one-shot via `deathAnimationLatched` (mech+0x650).
|
||
Already reconstructed (mech2.cpp:550-557/817-822).
|
||
✅ **RESOLVED (2026-07-08, task #32): the fall latch is a VESTIGE — BT 4.11 has NO collapse animation.**
|
||
[T1] Four convergent proofs: (1) the clip-table loader `FUN_004a80d4` (@part_012.c:13604) fills slots
|
||
0x00-0x1b + 0x20 (the `bmp` knockdown) by name and RETURNS — slots 0x1c-0x1f are never written; (2) the
|
||
offsets `mech+0x63c..0x648` appear in NO exported function at all; (3) BTL4.RES ships **27 clip codes
|
||
per mech** (`swr wwl wwr wsl wsr wrl wrr rrl rrr rwl rwr bmp bbl bbr bsl bsr sbl sbr ggl ggr gsl gsr
|
||
wgl wgr sqd squ trn` + `*i` variants) — no death/fall clip; (4) firing the latch would bind the
|
||
zero-initialised slot = **resource id 0 = a StaticAudioStream** as keyframes (garbage) — dead code in a
|
||
shipped arcade build. The authentic BT death modes are the FREEZE modes: `IsDestroyed()` ==
|
||
(`movementMode` 2 || 9), locomotion zeroed by `FUN_004ab1c8`. `UpdateDeathState` (mech4.cpp) settles
|
||
straight to 9 (never 5-8, which would trip the garbage latch).
|
||
- ✅ **The DEATH VISUAL is the WRECK-HULK SWAP, not a fall (2026-07-08) [T1].** The authentic chain:
|
||
death fires the victim's per-mech **death ModelList** (`blhdead`/`lokdead`/`owndead`/`thrdead` =
|
||
.RES ids 22-25; + `trkdead`/`bigdead`/`meddead` 32-34 for icons), whose authored video objects
|
||
dispatch (verified live from resource 22): **effect 104** = the burning-WRECK script + **1007**
|
||
(dnboom big explosion) + **1001** (ddthsmk rubble smoke plume) + a 3/4/5/15 damage-smoke burst.
|
||
The 1996 `ExplosionScripts` **case 4** (part_008.c:2663, LIVE — the "disabled" warning is case 6/
|
||
effect 106) loads the destroyed hulk + `flamesml/flamebig.bgf` flames with sweep-flicker and a slow
|
||
settle. Every mech ships its hulk (`BLHDBR/MADDBR/LOKDBR/VULDBR/AVADBR/OWNDBR/SNDDBR/THRDBR` +
|
||
`GENDBR` generic + `LDBR/MDBR/RAPDBR/STIDBR`); the 1996 script hardcodes `thrdbr.bgf` (dev
|
||
shortcut). **RECONSTRUCTED**: `BTL4VideoRenderer::SwapToWreck` (btl4vid.cpp) — kill →
|
||
`blhdead` Explosion → effect 104 → hide every segment mesh + hang the victim's own
|
||
`<prefix>dbr.bgf` on the tree root (gendbr fallback; pending-swap if death precedes tree build).
|
||
Mesh flames + the settle motion are noted follow-ups; burning reads via 1001/1007 + the wreck-smoke
|
||
re-arm. Verified: `[BTrender] wreck swap: victim -> 'blhdbr.bgf'`. [T2]
|
||
**HULK CONTENT CENSUS (2026-07-12) [T1, byte-diffed]:** the shipped `*DBR.BGF` set shares
|
||
geometry heavily — `AVADBR`/`MADDBR`/`VULDBR` are byte-identical EXCEPT the material-library
|
||
prefix (`avafx:`/`madfx:`/`vulfx:` — same shape, per-mech palette); `RAPDBR`/`SNDDBR`/`STIDBR`
|
||
are fully byte-identical (same md5). Distinct shapes: BLH (1537v), LOK, OWN, GEN (659v), the
|
||
AVA/MAD/VUL shape (1351v), the RAP/SND/STI shape, `MDBR` (90KB), `LDBR` (46v scatter). All are
|
||
the same authored style (gray `genNmedgry`/`blakskn` + orange `dam3orng` slump piles), so two
|
||
different mechs' wrecks legitimately read alike; the original's visual differentiation came
|
||
from the case-4 DRESSING (flamesml/flamebig flames + chunk/fireball stagger + the MakeDCSFall
|
||
torso-height collapse), which is still a follow-up. ⚠ `THRDBR.BGF` is a 153-byte EMPTY
|
||
placeholder (one zero-geometry patch, `btfx:sparkred_mtl`) — it loads "successfully" as an
|
||
invisible object, so the gendbr fallback (which only fires on load FAILURE) never triggers
|
||
for a Thor: a Thor wreck would show only ldbr debris. [T1 content; T4 whether the pod binary
|
||
special-cased it]
|
||
⚠ **The death-effects DISPATCH lives at the VICTIM's death transition** (`UpdateDeathState`'s
|
||
movementMode→9 moment, task #42) — NOT in any shooter's fire path. It originally sat in the
|
||
laser fire block's kill check, which a MISSILE killing blow (landing frames later in
|
||
`BTUpdateProjectiles`) never reached — and post-#41 the boresight pick skips a dead mech, so the
|
||
block never re-ran: internally dead, smoking, standing, invulnerable (user-reported). The
|
||
transition fires once for ANY kill source (laser/missile/collision); the killer id for the
|
||
Explosion message comes from `lastInflictingID` (the task-#31 bookkeeping). Verified: missile
|
||
kill → full chain (blhdead → wreck swap → smoke → sink → burial → INERT). [T2]
|
||
- `Mech::IsDestroyed()` (`FUN_0049fb54`) = `movementMode==2||9` (reconstructed as `IsDisabled`, btstubs.cpp);
|
||
`FUN_004ab1c8` freezes locomotion (zeros mech+0x298) when destroyed.
|
||
**IDENTIFICATION (task #1, 2026-07-11): `movementMode` (mech+0x40) IS
|
||
`Simulation::simulationState.currentState`** -- the StateIndicator @0x2c (+0x10 oldState,
|
||
+0x14 currentState); every binary "movementMode write" is a `SetLevel(this+0x2c, n)` call.
|
||
The port's parallel `int movementMode` member is gone: `MovementMode()/SetMovementMode()`
|
||
accessors ride the engine StateIndicator, which is why the death state (9) now REPLICATES --
|
||
it travels in every update record's header (+0xC) and the observer's replicant runs its own
|
||
wreck sink off it (see [[multiplayer]] "Mech-level update records"). [T1]
|
||
- **✅ Critical-subsystem propagation LIVE (task #2, 2026-07-11) [T2]:** a zone driven to 1.0
|
||
cascades its streamed crit allotments into the carried subsystems' OWN private DamageZones
|
||
(SendSubsystemDamage @0049c9a8, rewritten to the recovered body); a subsystem at 1.0 fails
|
||
(statusAlarm Destroyed + zone valve), a VITAL one (`vitalSubsystem@0xE4`, ex "videoObjectFlag")
|
||
kills the mech via graphicAlarm 9. The plugs bind in the zone ctor
|
||
(`SlotOf<Subsystem*>.Add(subsystemArray[streamedIndex])` @0049d0e1 — Ghidra had dropped the
|
||
call's arguments, hiding the binding for the whole effort); `CriticalHit` uses the real
|
||
`ApplyDamageAndMeasure` @4ac07c. Diag: `BT_CRIT_PROBE=<zone>`. Detail: [[open-questions]]
|
||
(the resolved entry) + mechdmg.cpp/mechsub.cpp.
|
||
- **`MechDeathHandler`** (ctor `FUN_0042a984` + Performance `FUN_0042aa2c`, cached mech+0x850 / `mech[0x214]`) —
|
||
the **per-subsystem destroyed-skin + explosion engine**. Each tick walks the damage subsystems
|
||
(mech+0x120[mech+0x11c]); as a subsystem's damage crosses a descriptor-table threshold (`FUN_0042a5f4`
|
||
detects the crossing, `FUN_0042a664` looks up the state) it applies the `GraphicState` ("Destroyed" = enum 1,
|
||
parsed @part_003.c:9099) to the subsystem graphic (`sub+0xd4`) AND dispatches an effect-creation message
|
||
(`FUN_0043663c`→`FUN_004364e4` to the effect mgr `app+0x38`). ✅ Fully exported; was a no-op stub
|
||
(mech.cpp:221) — now fully RECONSTRUCTED (mechdmg.cpp — ctor @0042a984 / Tick @0042aa2c; wired in the
|
||
Mech ctor, mech.cpp:1469) [T2]. Gamedata `DeathSplashDamage`/`Radius`/`Effect` load into a descriptor @ +0x74/78/7c
|
||
(`FUN_004a2da8`). Destroyed-skin variant set (`destroyed`, `destroyeds`…`destroyedd`) @part_003.c:5720.
|
||
**NOT EXPORTED (master-perf gap 0x4a9770-0x4ab188 + the un-exported TakeDamage) [T4]:**
|
||
- The `movementMode` WRITER (sets 5-8 then 2/9 on death) + the fall-direction (5/6/7/8) selection.
|
||
- The `Mech::DeathShutdown` roster loop (RP `VTV::DeathShutdown` analog — loop subsystems calling the
|
||
`Subsystem::DeathShutdown(int)` vtable slot; the base is an empty virtual, SUBSYSTM.h:166).
|
||
- The whole-mech `DeathEffect`/`DeathSplash` radius dispatch + the `graphicAlarm.SetLevel(9)` call site (the
|
||
recon already raises the alarm in mechdmg.cpp:426/586).
|
||
**The problem:** the orchestration lives in the per-frame Simulate that the **bring-up drive override
|
||
bypasses** (btstubs.cpp:116-119), so the death consumer must be reconstructed from its exported consumers +
|
||
the RP analog and wired into the active path (mech4.cpp `PerformAndWatch`).
|
||
|
||
### ✅ Death-STATE core DONE (2026-07-08) [T2]
|
||
`Mech::UpdateDeathState()` + `IsMechDestroyed()` (mech4.cpp) reconstruct the un-exported death branch from
|
||
its exported consumers + the RP analog, called for EVERY mech early in `PerformAndWatch`: on `graphicAlarm
|
||
>= 9` it (1) settles the death mode STRAIGHT to `movementMode = 9` (mech4.cpp:1183) — there is NO
|
||
`movementMode = 5` collapse write (the only other writes are the drive's `= 1`, mech4.cpp:1044/1986); the
|
||
fall latch 5-8 is never fired (task #32: no collapse anim exists in BT 4.11, see the VESTIGE proof above)
|
||
[T1]; (2) loops the roster calling `Subsystem::DeathShutdown(1)` (RP `VTV::DeathShutdown`
|
||
analog; base is a no-op virtual, a SHUTDOWN not teardown → safe, wreck STAYS); (3) `movementMode` 9 →
|
||
`IsDisabled` → locomotion frozen. The drive's lone `movementMode = 1` write (mech4.cpp
|
||
~1309) is guarded on `!IsMechDestroyed` so the death state isn't clobbered. **Runtime-verified** (forced kill):
|
||
`[death] … collapse + subsystem shutdown` → `[death] … settled -> disabled (IsDisabled=1, frozen wreck)`,
|
||
mech frozen in place (pos unchanged), subsystem tick + renderer keep running, **no crash, wreck stays**.
|
||
Env gate `BT_DEATH_LOG=1`.
|
||
**Deferred (honest):** (a) ✅ RESOLVED (task #32) — there IS no collapse animation to latch: the fall
|
||
latch is a VESTIGE (see the proof above); the authentic death visual is the wreck-hulk swap, and the death
|
||
mode settles straight to 9. (b) ✅ RESOLVED — **`MechDeathHandler`** is fully RECONSTRUCTED (mechdmg.cpp —
|
||
ctor @0042a984 / Tick @0042aa2c; wired in the Mech ctor, mech.cpp:1469) [T2]; destroyed-skin swaps + zone
|
||
explosions verified live (see STEP 6 above). (c) the whole-mech **DeathSplash** radius damage (un-exported).
|
||
|
||
### ⚠ Death-latch correction (2026-07-09, task #52) [T1→T2]
|
||
`IsMechDestroyed()` originally tested **`graphicAlarm >= 9` alone** — a bring-up shortcut that made a
|
||
wreck **resurrectable**: `graphicAlarm` is a STATUS indicator, and a later leg hit on the wreck
|
||
legitimately rewrites it to 4/3 (`SetDamageState`, mechdmg.cpp:417/419) → `IsMechDestroyed()` flipped
|
||
false → the drive's guarded `movementMode = 1` write revived the gait → the NEXT vital hit re-ran the
|
||
ENTIRE death transition (double kill-score, double `VehicleDead(-1)`; during the respawn window the
|
||
re-entered `BTPostKillScore` → `Player::ScoreMessageHandler`'s `Check(playerVehicle)` **abort()** — engine
|
||
MUNGA TUs compile with `Check` ACTIVE; caught live under cdb, 2-node force-damage). The AUTHENTIC latch
|
||
is the death `movementMode`: `IsDestroyed == (movementMode 2 || 9)` (`FUN_0049fb54`/`FUN_004ab1c8`) —
|
||
the death modes never revert. Fix: `IsMechDestroyed()` = `movementMode 2||9` (latch) **OR**
|
||
`graphicAlarm >= 9` (the vital-kill TRIGGER that first enters the transition). Lesson: **a gauge/status
|
||
alarm is never a state latch** — later writers rewrite it; latch on the state machine's own mode.
|
||
**ROOT-CAUSE now fixed AT SOURCE (task #60):** the illegitimate wreck rewrite to 4/3 came from
|
||
`mechdmg.cpp:458` gating the leg partial-failure graphic on the always-0 `IsAirborne()` stub instead
|
||
of `IsDisabled()` (`@0049fb54` = movementMode 2||9). On a wreck the binary SUPPRESSES that write; the
|
||
stub let it fire and corrupt `graphicAlarm`. Now `mech->IsDisabled()` — the latch above remains as
|
||
defence-in-depth. Sibling fix: `mechdmg.cpp:451` read the phantom `stance` (perma-0) instead of
|
||
`MovementMode()`, so the leg-shot-out → `graphicAlarm=9` fall/death branch was entirely DEAD; now live.
|
||
|
||
## Kill-score damage (task #60)
|
||
`BTPostKillScore` (btplayer.cpp:1491) feeds the ScoreMessage `damageAmount` into the kill award
|
||
(`@0x4c02e4` → `(damageAmount + scoreAward) × roleScalar × teamMult × tonnageRatio`, `@0x4c052c`).
|
||
The port passed a flat `kShotDamage=12` (mech4.cpp:1551), so every kill scored identically regardless
|
||
of the finishing weapon. Now it passes `lastInflictingDamage` — the real killing-blow magnitude
|
||
latched in `TakeDamageMessageHandler` (mech.cpp:624), mirroring the working per-hit score path
|
||
(mech4.cpp:1207). `scoreAward=0` (the authentic kill BONUS) stays an open bring-up gap — it lives in
|
||
the un-exported master-perf writer (0x4a9770-0x4ab188 [T4]); the exact authentic `damageAmount` that
|
||
writer emitted (msg+0x24) is likewise unrecovered, so the killing-blow magnitude is the faithful
|
||
stand-in until it is. [T1 mechanism / T4 exact authentic value]
|
||
|
||
## Missile splash damage — `Explosion::SplashDamage` (task #62, 2026-07-13) [T1/T2]
|
||
Area-of-effect blast on **missile** detonation — NOT the vestigial whole-mech `DeathSplashDamage`
|
||
above (mech+0x520, never read). The T0 source is `engine/MUNGA/EXPLODE.cpp:50-254` (`@0042fad0`),
|
||
called ONLY from the Missile's per-frame `Perform` (`@004bef78`, part_013.c:10097) inside the
|
||
collision branch — so it fires on **any** missile impact (mover OR world geometry), gated on
|
||
`Missile+0x360`. The AC's tracer is not a Missile and never splashes.
|
||
|
||
**The model [T0, `EXPLODE.cpp`]:** build a Y-axis cylinder of `SplashRadius` at the blast, collect
|
||
every `Mover` in it (+ static world), then for each target that has `damageZones` and is not the
|
||
direct victim (`entityHit`), the detonator (`this`), or `excluded`:
|
||
- `burstCount = baseBurst / pow(dist, 1.2f)`, `Min_Clamp(…, 1)` — dist = `|target.localOrigin −
|
||
blastCenter|` (center-to-center). The **arcade** exponent is **1.25** (decomp `0x3ff40000` at
|
||
part_004.c:865; the decompiler hid the x87 FDIV + the `FUN_004dcd94`=ROUND that WinTesla writes as
|
||
truncation). Point-blank AMPLIFIES (dist<1 → >baseBurst); no distance floor (real victims are never
|
||
at dist~0 — the one AT the center is the excluded direct victim).
|
||
- `damageType`/`damageAmount` pass through UNCHANGED; only `burstCount`, `damageForce` (radial), and
|
||
`impactPoint` (= blastCenter+offset) are set. Delivered via `TakeDamageMessage(inflicting, zone=-1)`.
|
||
|
||
**The SplashRadius source [T1]:** it is the ROUND's GameModel resource `+0x50`, NOT the launcher's
|
||
`ExplosionModelFile`. The launcher seeds each spawned Missile's model from its linked **AmmoBin**
|
||
`ammoModelFile @0x1e8` (part_013.c:8778); the Missile ctor `SearchList(that_id, GameModelResourceType)`
|
||
→ `+0x50` → `Missile+0x364` (part_013.c:10184). The MissileThruster GameModel parser
|
||
`FUN_004bf8ec` writes `"SplashRadius"` to `+0x50` of the type-`0xf`/size-`0x54` record. Live-resolved
|
||
radius for both MP missile launchers = **30** (`BT_ROSTER` dump).
|
||
|
||
**Port impl (`mech4.cpp`):** `BTResolveSplashRadius` gates on `MissileLauncher::ClassDerivations`,
|
||
resolves launcher → `BTWeaponAmmoBin` → `BTAmmoRoundModelResource` (+0x1e8) → GameModel +0x50.
|
||
`BTApplySplashDamage` walks `BTGetTargetCandidates` (excludes shooter), skips the direct victim +
|
||
destroyed/zoneless mechs, applies the `dist>radius` gate + the burst falloff, and delivers via a
|
||
DIRECT `e->Dispatch` to each victim (T0 `EXPLODE.cpp:246`). Hooked at BOTH detonation paths
|
||
(world-impact + contact). **⚠ MUST NOT route splash through the shooter's `SubsystemMessageManager`:
|
||
`AddDamageMessage` CONSOLIDATES every damage message of a frame onto the FIRST hit entity
|
||
(`commonDamageInformation.entityHit`, messmgr.cpp:279) — so splash for the bystander landed on the
|
||
DIRECT victim instead (2026-07-13 bug: the direct victim took 8 direct + 8 mis-routed splash = 16
|
||
applications, the bystander 0; a direct `Dispatch` splits them correctly 8/8).** Dispatch reroutes
|
||
cross-pod for a replicant victim on its own.
|
||
|
||
**⚠ THE SALVO-LEAD FIX (task #62 bug, found 2026-07-13 by live regression) — the N-round trap.**
|
||
**KEY FACT [T1]: `DamageZone::TakeDamage` (arcade `@0041e4e0` == WinTesla `DAMAGE.cpp:379`) is
|
||
`damageLevel += damageAmount * damageScale[type]` and IGNORES `burstCount`.** So ONE arcade cluster
|
||
Missile per trigger (damageAmount = authored/missileCount, burstCount = missileCount) applies its hit
|
||
EXACTLY ONCE to a zone — `burstCount` is cosmetic for zone damage (only the gyro-bounce math
|
||
`gyro.cpp:834` and the SplashDamage falloff `damage.burstCount/dist^exp` read it). The port
|
||
re-expresses that ONE cluster as N flying `BTProjectile` rounds (visual tracers), and task #62
|
||
damaged + splashed on EVERY round → **~`missileCount`× too lethal on BOTH the direct hit and the
|
||
splash** (user-reported "missiles kill in 2 shots" — a mech that should take many salvos). Fix
|
||
(`mislanch.cpp` FireWeapon): only the salvo-LEAD round (`i==0`) carries damage (`damageData.
|
||
damageAmount`) AND the cluster splash (`splashBurst = nmiss`); the other N-1 rounds are VISUAL
|
||
(damage 0, `splashBurst 0`) — the ripple of tracers. `BTProjectile.splashBurst` gates the two splash
|
||
hooks; the direct-hit block already skips `p.damage<=0`. Replicant mirror rounds carry 0 (master
|
||
delivers cross-pod — no double). **Lesson:** a cluster weapon re-expressed as N rounds must apply ALL
|
||
zone effects (direct damage AND splash) ONCE per salvo, not once per round — the arcade's single
|
||
Missile is one damage event, `burstCount` notwithstanding.
|
||
**Verified [T2]:** per-hit missile damage = clean 5.83, burst 1, ONCE (`[dmghit]` trace); radius 30
|
||
for missiles / 0 for AC+Emitters. Missiles-ONLY, single enemy, 45s: 8 damaging hits, top zone reaches
|
||
only 0.18, **NO death** (was death in ~3 pulls pre-fix) — "way more than 2 shots" restored. AC (one
|
||
round/shot, not a cluster) unaffected. Env `BT_SPLASH_LOG`, `BT_DMG_LOG` (per-hit `[dmghit]` +
|
||
zone-armor), `BT_AF_MISSILE` (missile-only autofire, independent of BT_AUTOFIRE), `BT_SPAWN_ENEMY=N`
|
||
(N clustered dummies). ⚠ `BT_AUTOFIRE` fires ALL weapon groups (laser+PPC+AC) — use `BT_AF_MISSILE`
|
||
alone to isolate missile TTK.
|
||
**Deferred [T3]:** the per-player enable sub-gate `Missile+0x360 = BTPlayer+0x264` (part_013.c:8757) —
|
||
its decomp writers (4668/10512) read as a per-frame state toggle, not a clean config flag, and the
|
||
port's `showDamageInflicted` label is itself a guess; port treats authored `SplashRadius>0` as the
|
||
enable. See [[open-questions]].
|
||
|
||
## Key Relationships
|
||
- Weapons/roster: [[subsystems]]. Aim source: [[locomotion]] (drive/facing). Effects: [[rendering]].
|
||
- P5 forensics: `docs/HARD_PROBLEMS.md`. Data: [[decomp-reference]] §4-5.
|