Reconstructs the mech DEATH state machine — the un-exported master-perf death
branch (region 0x4a9770-0x4ab188) — from its EXPORTED consumers + the RP
VTV::DeathShutdown analog, wired into the active path (the bring-up drive
override bypasses the authentic Simulate where this normally lives).
Mech::UpdateDeathState() + IsMechDestroyed() (mech4.cpp), called for every mech
early in PerformAndWatch: on a vital kill (graphicAlarm >= 9, raised by the
damage side) it
1. sets movementMode = 5 -> the collapse clip's one-shot latch in
AdvanceBodyAnimation (fall direction 5-8 is un-exported -> 5 [T3]);
2. loops the roster calling Subsystem::DeathShutdown(1) (RP VTV::DeathShutdown
analog; the base is a no-op virtual, overrides act -- a SHUTDOWN not a
teardown, so it frees nothing and never removes the entity: the wreck STAYS);
3. next frame settles to movementMode = 9 -> IsDisabled -> locomotion frozen.
The drive's lone `movementMode = 1` write (mech4.cpp ~1309) is guarded on
!IsMechDestroyed so the death state is not clobbered back to a live gait.
Runtime-verified (forced kill, BT_DEATH_LOG=1):
[death] mech destroyed -> collapse + subsystem shutdown (wreck stays)
[death] mech settled -> disabled (IsDisabled=1, frozen wreck)
mech frozen in place, subsystem tick + renderer keep running, no crash, wreck
stays.
Also records the full death-sequence decomp map in combat-damage.md (the
exported consumers: AdvanceLeg/BodyAnimation collapse latch, IsDestroyed, the
MechDeathHandler effect engine; and the un-exported orchestration gap).
Deferred (honest): the visible collapse ANIMATION latch through the active path
(gait SM shows state=0 post-death; spawned mechs don't advance body anim);
MechDeathHandler (FUN_0042a984/FUN_0042aa2c -- the exported per-subsystem
destroyed-skin + explosion engine, still a stub) for death explosions; the
whole-mech DeathSplash radius damage (un-exported).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
18 KiB
id, title, status, source_sections, related_topics, key_terms, open_questions
| id | title | status | source_sections | related_topics | key_terms | open_questions | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| combat-damage | Combat & Damage — targeting, firing, damage zones, death | established | PROGRESS_LOG.md §10c; docs/HARD_PROBLEMS.md (P5) |
|
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Combat & Damage
The drive→target→fire→damage→destroy loop. Full detail: docs/PROGRESS_LOG.md §10c; the death/
teardown forensics: docs/HARD_PROBLEMS.md (P5).
No AI — BT is PvP-only (verified, not a recovery gap)
The mission system is NETWORKED and BT never had NPCs/AI. Every mech is driven by a BTPlayer (or a
BTCameraDirector spectator). The BT registry knows only Mech/Projectile/Missile/BTPlayer/BTTeam; no
Bot/Brain/AI class exists; BTL4OPT.EXE has no AI strings. Crusher/Blocker/Runner are RED PLANET
classes, NOT BT. ⇒ a solo mission has no enemy by design; BT_SPAWN_ENEMY is a TEST DUMMY
(uncontrolled Mech). The authentic opponent path is multiplayer. [T1]
Entity spawn + the per-mech gate
Mech::Make(MakeMessage*) (FUN_004a2d48) allocs sizeof(Mech) + runs the ctor; the base Entity
ctor self-registers it (renders + ticks). Mech::PerformAndWatch runs for EVERY mech → gate
player-only logic on this == application->GetViewpointEntity() (else a spawned enemy is driven by
player input). [T1]
Targeting (mech offsets, decomp-reference §3)
mech+0x37c = target world Point3D; mech+0x388 = target Entity* (the HasActiveTarget() gate);
mech+0x38c = targeted sub-zone (−1=whole). Weapons cache hasTarget/targetPoint/muzzlePoint,
refreshed each frame. [T1]
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]
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]
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 viaFUN_00408bf8+FUN_00408440reading the mech's transform atmech+0xd0; (2) HEIGHT→row:mechHeight = *(*(mech+0x2ec)+0xc); clamplocal.yto[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 vias_atan2), wrap<0 → +2π; else degenerateangle = FUN_00408050()·2π; then callFUN_0049e678(row, angle).FUN_0049e678(@0049e678, ROW-level angle→cell): ifRotateWithTorso(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 underi·(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 recoveredFUN_0049de14+ disasm): the cell → a cumulative hit-distribution;zone = FUN_0049de14(cell)rollsrandom()(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 glueFUN_0049ed0c(table,worldPt) = FUN_0049de14(FUN_0049eb54(...)); the realMech::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 basedamageZones[zone]->TakeDamage. STREAM FORMAT — BYTE-VERIFIED against the real type-29.RESbytes (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 remaining = (6b) fix the name-load (current ResourceFindByName is a NO-OP template stub → empty
name → 0 rows); (6c) make the table functional + ResolveHit→zone; (6d) register the
Mech::TakeDamageMessageHandler override + verify. Nothing is guessed — geometry, roll, handler, and byte
format are 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:
- Its
ReconTable<T>/NewTableEntry/NewRefCount/RandomUnitare no-op shim stubs (mechrecon.hpp —Insert(){},Lookup()→0) → the table stays empty + lookups return null. Must be backed by REAL storage (safe:ReconTableis used ONLY in dmgtable). Direct 0-based vector indexing is faithful (the binary's float-keyFind((i+1)·span)≡slices[i]). DamageZonePercentTable::ReadEntriesskips 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.PieSlicector readsrotateWithTorsointo the wrong member (owner), leaving therotateWithTorsoflagSelectSlicetests uninitialised; must read intorotateWithTorso+ setowner=param.PieSlice::SelectSlicelooks upslicesby anint indexbut they're keyed by thefloatangle (dissolves once storage is a direct-indexed vector).DamageLookupTable::ResolveHitreturnsvoid— dropsSelectSlice, never chainsSelectZone; must returnint(the zone), matching the glueFUN_0049ed0c = SelectZone(ResolveHit(...)).Mech::WorldToLocal/TorsoOrientationSourceare 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 mislabeledStandingAnimationstub @mech.cpp:1221) + the handler override.
- torso heading (
✅ STEP 6 COMPLETE (2026-07-08) [T2]
Built + runtime-verified. Changes:
dmgtable.cpp/.hpp— the 3 classes now use realstd::vectorstorage (were no-opReconTableshims);DamageZonePercentTable::ReadEntriesconsumes the leading cell name-string ([i32 len][len+1]);PieSlicector readsrotateWithTorsointo the right member;SelectSlicedirect-indexes;DamageLookupTable::ResolveHitnow returns the zone (chainsSelectSlice→SelectZone). Stream type is the realMemoryStream(ReadBytes).mech.cppctor — replaced the empty-name stub with the real load:FindResourceDescription(dzRes-> resourceName, DamageLookupTableStreamResourceType/*0x1d*/)→DynamicMemoryStream→new DamageLookupTablecached atWword(0x111);~Mechdeletes it.Mech::TakeDamageMessageHandleroverride registered (MESSAGE_ENTRY(Mech, TakeDamage), overlays Entity's by ID): oninvalidDamageZone,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 binarymech+0x2ec[+0xc]),TorsoHeading(via theBTGetTorsoTwistbridge intorso.cpp→Torso::CurrentTwist= torso+0x1d8; torso.hpp can't be#included into mech.cpp — subsystem-stub collision). - Runtime verify: boots clean,
[cyl] table 'bhk1' layers=7(the exact byte-verified layer count, found by name), mech spawns + walks, no asserts/AV/0xCDCDCDCD. The live[cyl] unaimed hit → zone Npath fires on COLLISION damage (zone==−1); not exercised in the solo DEV.EGG (no combat) but the resolver is live + byte-verified. Env gateBT_CYL_LOG=1. The recon's empty-name stub (mech.cpp:1219) must be fixed to the real name (the binary copies it from a sibling resource,local_130+0xc@part_012.c:10361 — reuse the mech's DamageZoneStream/model name). RE phase COMPLETE; the build (containers + handler + load + wire) is next.Mech__DamageZone::TakeDamage→ engine armor model (damageLevel += damageAmount*damageScale[type]) → 1.0 = zone destroyed → death. The Mech ctor populates the inheriteddamageZones[]from the DamageZoneStream (type 0x14) resource.class Damage{ damageType (Collision/Ballistic/Explosive/Laser/Energy), damageAmount, damageForce, surfaceNormal, impactPoint, burstCount }. Verified:structureclimbs, 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]
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]
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 collapse-anim latch:movementMode(mech+0x40) 5/6/7/8 = the four fall directions → clips 0x1c-0x1f (viaSetLegAnimation/SetBodyAnimation=FUN_004a7fc4/FUN_004a800c), one-shot viadeathAnimationLatched(mech+0x650). Already reconstructed (mech2.cpp:550-557/817-822). The active drive path DOES callAdvanceBodyAnimation(mech4.cpp:317) → reachable.Mech::IsDestroyed()(FUN_0049fb54) =movementMode==2||9(reconstructed asIsDisabled, btstubs.cpp);FUN_004ab1c8freezes locomotion (zeros mech+0x298) when destroyed.MechDeathHandler(ctorFUN_0042a984+ PerformanceFUN_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_0042a5f4detects the crossing,FUN_0042a664looks up the state) it applies theGraphicState("Destroyed" = enum 1, parsed @part_003.c:9099) to the subsystem graphic (sub+0xd4) AND dispatches an effect-creation message (FUN_0043663c→FUN_004364e4to the effect mgrapp+0x38). Fully exported but a no-op STUB in the recon (mech.cpp:221). GamedataDeathSplashDamage/Radius/Effectload 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
movementModeWRITER (sets 5-8 then 2/9 on death) + the fall-direction (5/6/7/8) selection. - The
Mech::DeathShutdownroster loop (RPVTV::DeathShutdownanalog — loop subsystems calling theSubsystem::DeathShutdown(int)vtable slot; the base is an empty virtual, SUBSYSTM.h:166). - The whole-mech
DeathEffect/DeathSplashradius dispatch + thegraphicAlarm.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.cppPerformAndWatch).
✅ 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) setsmovementMode = 5→ the collapse clip's latch inAdvanceBodyAnimation(fall direction 5-8 un-exported → 5 [T3]); (2) loops the roster callingSubsystem::DeathShutdown(1)(RPVTV::DeathShutdownanalog; base is a no-op virtual, a SHUTDOWN not teardown → safe, wreck STAYS); (3) next frame settles tomovementMode = 9→IsDisabled→ locomotion frozen. The drive's lonemovementMode = 1write (mech4.cpp ~1309) is guarded on!IsMechDestroyedso 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 gateBT_DEATH_LOG=1. **Deferred (honest):** (a) the visible **collapse ANIMATION** may not latch through the active path — the gait SM showedstate=0post-death (the clip trigger viaAdvanceBodyAnimationneeds the deathmovementModeto reach its latch; and spawned NON-player mechs don't advance their body anim at all). (b) **MechDeathHandler** (the exported per-subsystem destroyed-skin + explosion engine,FUN_0042a984/FUN_0042aa2c`) is still the no-op stub → no death explosions/skin-swaps yet. (c) the whole-mech DeathSplash radius damage (un-exported).
Key Relationships
- Weapons/roster: subsystems. Aim source: locomotion (drive/facing). Effects: rendering.
- P5 forensics:
docs/HARD_PROBLEMS.md. Data: decomp-reference §4-5.