Files
BT411/context/combat-damage.md
T
arcattackandClaude Opus 4.8 aab7a8a137 Combat: FIX weapon effectiveRange -- it degraded with heatLoad, not host-zone damage (task #50)
MechWeapon::UpdateTargeting computed effectiveRange = (1 - heatLoad) * weaponRange,
reading the weapon's own inherited HeatableSubsystem heatLoad. The authentic decomp
(@004b9bdc:6983) reads *(weapon+0xE0)+0x158 = Subsystem::damageZone->damageLevel --
i.e. effectiveRange = (1 - HOST-ZONE DAMAGE) * weaponRange. Same @0xE0-DamageZone-vs-
heat misattribution already corrected in HeatSink::UpdateCoolant (heat.cpp:803).

Impact: for a charge/discharge weapon (ER laser) the weapon's OWN heatLoad swings
0..1 every fire cycle, so effectiveRange collapsed toward 0 and the weapon was
perpetually "out of range" -> Emitter::FireWeapon's `if (dist <= effectiveRange)`
gate skipped SendDamageMessage -> NO damage submission and hence NO impact explosion.
The beam still rendered (beamFlag/beamEndpoint set before the gate), so the shot LOOKED
like a hit but did nothing -- the user-reported "lackluster/absent laser hits, esp.
the ER medium, on mechs AND buildings". PPCs mostly worked only because their heatLoad
happened to sit low/stable.

Fix: read the QUALIFIED this->Subsystem::damageZone->damageLevel (the MechSubsystem
shadow is a shim -- heat.cpp:812) so an UNDAMAGED weapon holds its full, STABLE
weaponRange, and range shortens only as the weapon's host zone takes battle damage.

Verified (parked in range of a building, autofire): laser effRange 500 STABLE
(was fluctuating 0/59/340/424 -> mostly out of range); impact explosions 13 in 22s
(11 laser id=16 + 2 PPC), up from ~2. Lasers now consistently damage + spawn FX.

Also adds env-gated diagnostics used to root-cause this: [fireW] range trace +
per-weapon explID (emitter.cpp), and BT_FIRE_AT_STRUCT (mech4.cpp) which designates
the nearest world structure so weapon-vs-structure fire can be tested without the
screen aim ray.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 11:31:47 -05:00

47 KiB
Raw Blame History

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)
subsystems
decomp-reference
reconstruction-gotchas
locomotion
rendering
translocation-warp
multiplayer
damage-zone
TakeDamage
viewpoint-entity
master
replicant
Per-impact aim (cylinder lookup); collision damage application; DeathShutdown + collapse anim

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]

The AUTHENTIC acquisition model (recovered 2026-07-08; task #39; RE-CORRECTED 2026-07-13, task #58 crosshair-twist forensics): THERE IS NO FREE-AIM MOUSE CURSOR — and the VIEW is TORSO-MOUNTED, not body-mounted. The cockpit eye hangs off the torso yaw hinge in every twist-capable skeleton (jointtorso (hinge-Y) → jointeyesiteeyepoint; all 14 twist-enabled Torso records name TorsoHorizontalJoint=jointtorso; Torso::UpdateJoints writes currentTwist into that joint each frame; VIEW = inverse of the LIVE joint chain, FUN_004c22c4 part_013.c:11742, no de-twist anywhere [T1]). So when the torso twists, the CAMERA yaws with the guns and the crosshair stays SCREEN-CENTERED — truthfully, because screen center always IS the boresight; the world rotates past it. The twist reads on INSTRUMENTS: the bottom 21-tick tape carets, the compass (= body yaw + twist, part_013.c:5674-5676), the radar wedge (part_013.c:11836-11859) [T1]. The old "crosshair = torso boresight offset in a body-mounted view" model was falsified — it was never discriminated before because every prior live test used the fixed-torso BLH, where both models center the crosshair. The engine Reticle struct (engine/MUNGA/RETICLE.h) carries reticlePosition (a variable screen position 1..+1 [T0]) — the reticle CAN move, but its writer is in an un-exported decomp gap (s_TargetReticle has exactly ONE xref binary-wide: the read-side lookup part_014.c:5132); the only coherent twist-era mover is the fixed-torso free-aim channel: MechControlsMapper writes HUD::SetFreeAimSlew(stick_x) → cockpit+0x28C only when torso twist is disabled (part_013.c:339-345/381-387 [T1]); HudSimulation integrates it (negated, part_013.c:5717) into +0x294 clamped ±(+0x29C) → mech+0x36c every frame (:5735) — no exported consumer; the mech+0x36c → reticlePosition link is [T4]. NB: an earlier version of this section conflated reticlePosition with HotBoxVector (HUD+0x1FC — the TARGET designator HudSimulation zeroes with no target, part_013.c:5680); they are different things. The pick hits whatever the guns point at; that entity + its DAMAGE ZONE become the target (0x37c rayIntersection, 0x388 targetEntity, 0x38c targetDamageZone → aimed-zone damage). Fixed-torso mechs (the BLH: TorsoHorizontalEnabled=0 — no jointtorso in the skeleton at all) boresight dead-ahead. Once locked, Emitter::FireWeapon converges with NO aim/arc test (part_013.c:7758). MechWeapon::UpdateTargetState (FUN_004b9bdc [T1]): targetWithinRange = dist < (1 hostZoneDamage) × weaponRange. The 0x388 WRITER is in the same un-exported gap. ⚠ hostZoneDamage is Subsystem::damageZone->damageLevel (weapon @0xE0 → +0x158), NOT heatLoad — the port originally computed effectiveRange = (1 heatLoad) × weaponRange (mechweap.cpp), the SAME @0xE0-DamageZone-vs-heat misattribution corrected in HeatSink::UpdateCoolant. For a charge/discharge weapon (ER laser) the weapon's own heatLoad swings 0→1 every cycle, so effectiveRange collapsed to ~0 and the weapon was perpetually "out of range" → SendDamageMessage never ran → NO damage and NO impact explosion (the "lackluster/ absent laser hits, esp. the ER medium, on mechs AND buildings" report). FIXED 2026-07-15: read the QUALIFIED this->Subsystem::damageZone->damageLevel; an undamaged weapon now holds full STABLE weaponRange. Verified: laser effRange 500 stable (was 0/59/340/424), impact explosions 13/22s (was ~2). [T2] See reconstruction-gotchas (@0xE0 shadow/heat class). Port status: RECONSTRUCTED + runtime-verified (tasks #36/#39/#58) [T2]. The chain: the cockpit eye inherits the twist AUTHENTICALLY through the draw traversal (Torso::PushTwist → hinge rotationAmountHingeRenderable::Execute multiplies the live hinge into the matrix stack; the eye executes under jointtorso → jointeye; verified [eyefwd] sweeps with the real jointtorso — NO explicit eye-side compose exists, one briefly added on false "frozen eye" probe readings double-rotated the view and is retired, see cockpit-view); the crosshair sits at screen center (gBTAimX = 0 — the old BTTwistToReticleX slew was THE bug: the camera already yawed, so the crosshair counter-slid to HULL-forward, "twisting leaves the crosshairs behind"; BT_AIM="x y" still pins it for headless tests) → BTGetAimRay (the ACTIVE eye publishes pos+basis via BTSetAimCamera, leveled in pitch, the twist yaw riding in the basis) → Mech::PickRayHit (world ray → local frame → BoundingBox::HitBy slab test vs the collision template's ExtentBox → world hit point).

THE WORLD-PICK TARGET MODEL (task #41, the reconciliation — binary + pod-video evidence). The target slot mech+0x388 holds whatever entity is downrange of the torso boresight — a mech OR a WORLD entity (terrain/mesa/building). Evidence: (a) the weapon fire path is DOUBLY gated on 0x388 != 0 (FUN_004baa88 :7689 AND FUN_004bace8 :7727 wrap everything incl. beamFlag=+0x46c :7749 — no target ⇒ no discharge [T1]); (b) pod demo VIDEOS show lasers firing with no mech targeted — reconciled by (c): HudSimulation :5620 explicitly handles a target WITHOUT damage zones (target->0x120 == 0) — dead code unless non-mech entities get targeted; and (d) 0x388 has 11 reads / ZERO direct stores across CODE (capstone scan) — the pick is written indirectly, AUTOMATICALLY, every frame; never a manual player lock. So: fire at the enemy under your boresight → aimed zone damage; fire anywhere else → the beam hits the scenery downrange ("firing at nothing"); only a true sky shot (nothing within range) refuses to discharge. The spinning-ring LOCK (HudSimulation 5619-5634) is a SEPARATE, stricter state (mech target only + host-zone < 0.75 damage + targeted-zone < 1.0). Port implementation: the boresight ray tests the enemy's collision box (PickRayHit → aimed hull point → STEP-6 zone under the boresight + hotbox + lock ring), else the terrain (BTGroundRayHit to 1200 → gBTTerrainEntity + the ground point — beam/missiles fly to the scenery, NO damage dispatch; the range caret authentically reads the ground distance, :5639), else no target (sky — the double gate refuses). Verified all three states (BT_AIM 0,0 / 0.6,0.5 / 0,0.8). (⚠ This is the FOURTH targeting model iteration; the first three — sticky lock, mouse cursor, enemy auto-converge — all over-read the RP-shared Reticle struct or under-read the pick. The world-pick model is the one that fits ALL the evidence.) The HUD draws the aim group at the boresight ([0x9a] translate), the designator hotbox at the mech target's projected point (subB9 hot / subB8 designated, BTProjectHotBox/BTProjectToReticle), and the edge arrows when off-screen/behind. BT_FIRE_ARC is now an EXPLICIT OPT-IN presentation clamp (unset = authentic no-arc). The old hardwired lock, the ±30°-default cone, and the projectile path's gEnemyMech fallback are all REMOVED. LMB fires lasers / RMB missiles (with SPACE/CTRL). ⚠ A view-selection bug was fixed en route: every renderable rebuild stomped mCamera back to the chase eye (btl4vid mViewInside now persists the chosen view — the aim camera feed and the V toggle both depend on it).

WORLD STRUCTURES ARE TARGETABLE via the STATIC COLLISION TREE (task #50, 2026-07-15) [T2]. The BTGroundRayHit "terrain" tier only samples the VISUAL heightfield, which on arena1 is a single flat 'sky'-named ground mesh ([visgnd] sampler ready: 1 terrain instances) — and the class-42 map-instance stream (BuildTables) likewise holds only 'sky'. So the garages/walls were invisible to the pick → shots passed through them, and only mechs moved the range axis (the user-reported regression). The FIX: the boresight now also ray-tests the zone's static collision solid tree — the SAME geometry that blocks the mech's walk. Mechanism is authentic engine code: Mover::FindBoxedSolidHitBy (MOVER.cpp) already tests movers, doors, AND the static world (application->GetInterestManager()->GetInterestZone(interestZoneID)->GetCollisionRoot()->FindBoundingBoxHitBy(line)). We factored its "test against the static world" tail into Mover::FindStaticSolidHitBy(Line*) (static solids only, no movers), wrapped by Mech::WorldStructurePick(start,dir,range,&hit) (mech.cpp — builds the world-space Line, reads the entry point back via line->FindEnd since FindBoundingBoxHitByHitByBounded clips line->length = enter). The pick order in mech4.cpp is now: closest MECH (PickRayHit, damage zones + lock) → closest STRUCTURE (WorldStructurePick, occludes a mech BEHIND it) → flat ground (BTGroundRayHit) → sky (fire-at-nothing). A structure hit designates mech+0x388 = gBTTerrainEntity (the no-damage-zone sentinel) + 0x37c = the entry point, so the range caret reads the structure distance and NO lock ring draws (mech4.cpp:4529, the des != hotTarget branch), exactly the reported authentic behavior. ⚠ There is NO ray query against the ground/containedByNode BoundingBoxTreeFindBoundingBoxUnder is DOWNWARD-only (gravity/ground-snap: *height = FindDistanceBelowBounded), useless for a horizontal boresight; the static SOLID tree (BoxedSolidTree::FindBoundingBoxHitBy) is the only ray-vs-world query. Verified: a BT_WSWEEP horizontal ray-fan on arena1 tracks position (3/24 hits near the boundary → 17-21/24 inside the interior garage cluster → 3/24 past it — discrete interior solids, not just 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]

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 50140). 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).

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 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:

  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 SelectSliceSelectZone). Stream type is the real MemoryStream (ReadBytes).
  • mech.cpp ctor — replaced the empty-name stub with the real load: FindResourceDescription(dzRes-> resourceName, DamageLookupTableStreamResourceType/*0x1d*/)DynamicMemoryStreamnew DamageLookupTable cached in the named member Mech::damageLookupTable (binary this[0x111]/byte 0x444; was mislabeled ammoExpended in the offset map); ~Mech deletes 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.cppTorso::CurrentTwist = torso+0x1d8; torso.hpp can't be #included 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 × (1e²) × 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]

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_0043663cFUN_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, destroyedsdestroyedd) @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

= 9it (1) settles the death mode STRAIGHT tomovementMode = 9(mech4.cpp:1183) — there is NOmovementMode = 5collapse 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)(RPVTV::DeathShutdownanalog; base is a no-op virtual, a SHUTDOWN not teardown → safe, wreck STAYS); (3)movementMode9 →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 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 BTPostKillScorePlayer::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)+0x50Missile+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 → BTWeaponAmmoBinBTAmmoRoundModelResource (+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