Task #32 (death collapse animation) resolved by decomp evidence -- BT 4.11 has
NO collapse animation; the movementMode 5-8 fall latch (clips 0x1c-0x1f) is an
engine-lineage vestige:
(1) the clip-table loader FUN_004a80d4 fills slots 0x00-0x1b + 0x20 (bmp
knockdown) and returns -- slots 0x1c-0x1f are never written;
(2) mech+0x63c..0x648 appear in NO exported function;
(3) no fall clip exists in the shipped 27-clip set;
(4) firing the latch would bind resource id 0 -- a StaticAudioStream -- as
keyframes.
Authentic death modes are the FREEZE modes (IsDestroyed == mode 2||9), so
UpdateDeathState now settles straight to 9 (was a [T3] mode-5 guess that would
trip the garbage latch in the binary). The death READ = freeze + dnboom +
ddthsmk smoke plume + destroyed skins + shutdown; the wreck stands.
Also: damage-band effects orient toward the ATTACKER (impact frame) via
lastInflictingID -- which was declared but never written (recon gap); now
maintained by Mech::TakeDamageMessageHandler, unblocking the DamageZone LOD
same-attacker redirect too.
KB corrected + proofs recorded (combat-damage "Death SEQUENCE", open-questions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>