The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
198 lines
15 KiB
Markdown
198 lines
15 KiB
Markdown
---
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id: gauges-hud
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title: "Cockpit Gauges / MFD HUD system"
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status: established
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source_sections: "docs/GAUGE_COMPOSITE.md (full map); CLAUDE.md §8"
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related_topics: [reconstruction-gotchas, decomp-reference, subsystems, pod-hardware]
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key_terms: [gauge, methodDescription, attribute-pointer, GaugeRenderer, MFD, PCC]
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open_questions:
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- "MessageBoard LIVE 2026-07-12 (kill ticker); remaining: only strip 0 (kill) is produced -- survey the other btsmsgs.pcx strips for authentic producers"
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- "HUD binary attr table @005110c0 offsets conflict with the port HUD layout on 3 slots (0x1D8/0x1EC/0x1F8) -- re-dump before publishing"
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- "Secondary-view cycling (Damage/Critical/Heat) unreachable from the desktop keyboard: the mapper's 0x13d/0x13e cases are dead DOS F3/F4 codes (VK_F3/F4 = 0x72/0x73 collide with 'r'/'s') -- wire a free key to CycleControlMode"
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- "MP DEATHS resolved 2026-07-12 (observed-death tally + display clamp); remaining: verify multi-death tallies stay in sync across a long session (GAUGE_COMPOSITE.md)"
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---
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# Cockpit Gauges / MFD HUD
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The pod's cockpit instruments: the secondary MFD (radar/heat/comm), the 5 mono MFDs, and the
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engineering screens. Full map + per-widget history in **`docs/GAUGE_COMPOSITE.md`**. **The gauge
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system is COMPLETE** at the registration+binding level: all 50 config attribute bindings resolve
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(0 NULL) and every config gauge primitive is registered + built (0 parse-skips). [T2]
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## Architecture (three layers)
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1. **The config** `content/GAUGE/l4gauge.cfg` — a text file the engine `GaugeInterpreter` parses
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(`BuildConfigurationFile → Initialize → GetProcedureBody → ParsePrimitive`). Each mech's gauge
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tree is built from the label `GetGameModel()+"Init"` (e.g. `bhk1Init`), which invokes shared
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blocks (`MechInit`, `Secondary1`) that `configure` the ports and call gauge primitives. [T1]
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2. **Widgets** — each `keyword(...)` in the config resolves to a `MethodDescription` in
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`BTL4MethodDescription[]` (btl4grnd.cpp). An UNREGISTERED keyword is **parse-skipped** (never
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built). Base primitives (`numeric`/`digitalClock`/`rankAndScore`/`vertBar`-base/`segmentArc`)
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are ENGINE (L4GAUGE.cpp); BT-specific ones (`vertBar`/`map`/`pilotList`/`GeneratorCluster`/
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`sectorDisplay`/`prepEngr`/`messageBoard`/`vehicleSubSystems`/the ColorMapper family) are
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reconstructed + registered. [T2]
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3. **Data binding** — gauges bind to game state by NAME via the engine [[attribute-pointer]]
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system: the config's `Subsystem/Attribute` (e.g. `HeatSink/CurrentTemperature`) resolves
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through `ParseAttribute → FindSubsystem (stricmp GetName()) → GetAttributePointer`. A class
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PUBLISHES an attribute via a `<Name>AttributeID` enum + `static AttributePointers[]`
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(`ATTRIBUTE_ENTRY`) + `GetAttributeIndex()` chained to its parent. ⚠ DENSE-TABLE HAZARD (see
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[[reconstruction-gotchas]] §11). [T2]
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## Reconstructing a widget — the recipe
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`MethodDescription Class::methodDescription = { "keyword", Class::Make, { ParameterDescription
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rows } };` + a line in `BTL4MethodDescription[]` before `&BTL4ChainToPrevious`. The static
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`Make(int port, Vector2DOf<int> pos, Entity*, GaugeRenderer*)` reads `methodDescription.parameterList[]`,
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allocs (`operator new(binSize)` or plain `new`), placement-news the ctor. Then ctor/dtor/
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TestInstance/BecameActive/Execute. **Gotchas that bite EVERY widget:**
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- Container-Execute must override (§10 gotchas) — else `Gauge::Execute` aborts.
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- `/FORCE` trap — a prose-only slot AVs on first call.
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- Databinding trap — never raw-read owner offsets; use a bridge (`BTGetSubsystemAuxScreen`, …).
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- ReconStream no-op — use `DEBUG_STREAM` for logs, not `DebugStream`.
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- Lazy build — wait for the gauge window before concluding "not built" (`BT_GAUGE_SKIP_LOG`). [T2]
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## The completed widgets (this project's gauge wave)
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- **Attributes published:** HeatSink table (Degradation/Failure/NormalizedPressure/CoolantMassLeakRate/
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ValveSetting/…), PoweredSubsystem (InputVoltage), MechWeapon (OutputVoltage), Mech (LinearSpeed,
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radar Position/Quaternion), Sensor (RadarPercent), **AggregateHeatSink (AmbientTemperature=300 —
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the LAST NULL)**. [T2]
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- **Widgets reconstructed + registered:** ColorMapper family (cmHeat/cmCrit/cmArmor/multiArmor),
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headingPointer, vertBar (VertTwoPartBar), segmentArcRatio, oneOfSeveralPixInt, map (radar),
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PlayerStatus, vehicleSubSystems (the engineering cluster panels), LeakGauge, vertNormalSlider,
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**pilotList** (Comm KILLS/DEATHS), **GeneratorCluster**, **SectorDisplay** (radar SECTOR X/Z
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read-out — live), **PrepEngrScreen** (12 engineering-screen label overlays), **MessageBoard**
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(comm ticker — deferred-empty). [T2]
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- **Condenser valve gauge:** ValveSetting→coolantFlowScale reads the authentic **1/N**
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(`RecomputeCondenserValves`, FUN_0049f788, was a no-op stub). [T2]
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## Dev composite (off-pod)
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`BT_DEV_GAUGES` renders the 6 pod [[MFD]] surfaces in a separate 960×384 window (bit-plane masks
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over one shared `SVGA16` pixelBuffer; `SVGA16::DrawDevSurface`). On the POD they come from
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`SETENV.BAT`/`L4GAUGE` on the real multi-adapter hardware (`FindBestAdapterIndices`/`BuildWindows`,
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intact). The `overlay` port (SectorDisplay lives there) shares the `sec` physical surface via a
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different bit-plane (0x00C0). [T2]
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## The secondary screen's THREE views (Damage / Critical / Heat) — mode-gated [T0/T1]
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The `sec` port stacks three mode-gated mech-schematic layers at offset (50,0) over the
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always-on radar/heading/speed/messageBoard (`Secondary1`): **Damage** (`ModeSecondaryDamage`,
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`<mech>dama.pcc` + `colorMapArmor`/`colorMapperMultiArmor` — 4 silhouettes front/left/right/back,
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pixel-plane ids 60-63, per-DAMAGE-ZONE `dz_*` tint through the adpal→adpal2 ramp), **Critical**
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(`ModeSecondaryCritical`, `<mech>crit.pcc` + the cmCrit per-SUBSYSTEM list), **Heat**
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(`ModeSecondaryHeat` + cmHeat). Mode bits (BTL4MODE.HPP, `nextModeBit`=0 [T0]): Mapping=0x8000,
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NonMapping=0x10000, Intercom=0x20000, **SecondaryDamage=0x40000, SecondaryCritical=0x80000,
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SecondaryHeat=0x100000** (bits 18-20). `ModeInitial` includes **SecondaryDamage** → the ARMOR
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view is the default-on layer (our port creates `BTL4ModeManager(ModeInitial)`, btl4app.cpp:303).
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`L4MechControlsMapper::SetControlMode` @004d1ae4 is the SELECTOR — its mask table
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{0x40000,0x80000,0x100000} clears bits 18-20 and sets one — despite the "control mode" name it
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switches the secondary VIEW. ⚠ Desktop gap: the Keypress cases `0x13d`/`0x13e`
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(CycleControlMode/CycleDisplayMode) are the DOS Tesla extended F3/F4 codes and never fire under
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the WinTesla VK map (VK_F3=0x72 collides with 'r', VK_F4=0x73 with 's' — the same collision
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class as the documented 'p'/VK_F1 drop), so the desktop is PINNED on the Damage view. The
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schematic shows the pilot's OWN mech only — there is no target-damage readout in the cockpit.
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## pilotList (Comm KILLS/DEATHS) row semantics + the −1 [T1/T2]
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One ROW PER PILOT in the mission (2-player MP = 2 rows — not duplicate displays). KILLS =
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`killCount` (the victim's ScoreMessageHandler credits the shooter cross-player, works for both
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rows); DEATHS = `Player::deathCount`: engine-inits to **−2** (PLAYER.cpp:759), the LOCAL
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vehicle-acquire branch zeroes it (btplayer.cpp:1118), then VehicleDead(-1) ++s per death. A
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REMOTE player's Player object never runs the local acquire → −2 +1 spawn increment = **−1
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locked**. **RESOLVED 2026-07-12 [T2]:** deaths now tally per node from LOCALLY OBSERVED events
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(the same model as the cross-pod KILLS credit) — a replicant's once-per-death transition calls
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`BTPlayerCountObservedDeath` on its owning player's local copy (replicant-gated: the master's
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own VehicleDead path counts its node), and `BTPilotDeaths` clamps the −2/−1 pre-acquire seed
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to 0 for display. Own row counts correctly as before.
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## ConfigMapGauge (the weapon panel's regroup lamp column) — authentically DORMANT
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The per-weapon btjoy.pcc joystick image + 4 cm_* state lamps (off/other/only/both) showing,
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for each mappable fire button (Pinky/ThumbLow/Trigger/ThumbHigh), whether THIS panel's weapon
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is bound to it. **The shipped binary never enables it [T1, task #6]:** no caller of SetColor
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@004c6ee0 exists, so color==0 and Execute early-outs. The state loop is reconstructed
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(btl4gau2.cpp; table DAT_00518eb4 PE-recovered; sampler = LBE4ControlsManager::
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buttonGroup[btn].GetMapState — NOT the ModeManager, the old guard note was wrong) behind the
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PORT dev enable `BT_CONFIGMAP=1`. The regroup MECHANISM itself (ConfigureMappables/
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ChooseButton, task #6) is live regardless of the gauge.
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## Authentically-static (do NOT "fix")
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Degradation/Failure temps are fixed markers; AmbientTemperature 300; CoolantMassLeakRate 0 on a
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pristine mech (damage-gated); cmArmor/cmCrit all-green (undamaged solo player — BT is PvP-only);
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RANK 1 solo; MessageBoard empty (no status messages exist in bring-up).
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**CORRECTION (task #10, 2026-07-11):** the old "Heat MFD is authentically NEAR-STATIC /
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currentTemperature ~77 rounds to zero" claim was computed at the DEGENERATE bring-up heat scale.
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At the authentic 1e7-unit economy (tasks #9-#10) the Heat MFD is fully dynamic: weapons run
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77→2000 (the authored failure threshold), condensers/generators run 100-1400 under sustained
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fire, and the bank plateaus ~600 — temperatures, heatLoad and the heat alarms all animate. [T2]
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## Remaining = DATA FEEDS, not widgets (deferred systems)
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**✅ The condenser valve CONTROL is LIVE (task #13, 2026-07-11) [T2]:** `MoveValve` (id 4, the
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Condenser handler table @0x50E52C — exactly one entry) registered + guarded by the REAL
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FUN_004ac9c8 = `player+0x274 roleClassIndex == 0` (the ROOKIE-role lockout; task #12's
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`BTPlayerRoleLocksAdvanced` bridge — the old "game-mode flag / likely off in a basic mission"
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hedge is superseded: bring-up role = 2 = UNLOCKED, verified live: press → valveState 1→5 →
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flow redistribution 1/6 → 5/10). Desktop: 'C' cycles the selected condenser (BT_VALVE_SLOT).
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The **MessageBoard** feed needs **StatusMessagePool** (a NULL stub) + the per-player status
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queue. `SeekVoltageGraph`'s 4 Seek* attrs are a cluster-child (not config-called). [T2]
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## Cockpit HUD reticle (main screen, inside view) — LIVE
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`BTReticleRenderable` (0x358 bytes, ctor @004cc40c) draws over the finished 3D frame in cockpit
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view only, via the recovered **dpl2d** 2D display-list API (recorders @0x487f34-0x488630; opcode
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map + coordinate model in `phases/phase-02-dpl2d-reticle.md`; port: `game/reconstructed/dpl2d.cpp`).
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Geometry is the ctor's hardcoded calibration (originX 0.35, originY 0.25, scaleY 0.5, right range
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ladder 0..1200 m, bottom heading tape, center cross + dot; tick ladders via FUN_004cd938). The
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range caret binds to the live target range (`BTSetHudTargetRange`, fed by mech4's targeting step).
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**Weapon pips:** the build loop (part_014.c:5386) registers EVERY subsystem
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`IsDerivedFrom(0x511830 = MechWeapon)` — lasers, PPCs AND missile launchers (BLH = 7 pips) — via
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`AddWeapon` @004cdac0 (verified store map in btl4vid.hpp).
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**The per-frame `Execute` @004cdcf0 is RECOVERED (task #37, capstone disasm via
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`tools/disas2.py` — the full annotated read: the task-37 commit + btl4vid.cpp comments) [T1],
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and every instrument is now live [T2]:**
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- **Right ladder** = range 0–1200 m: a YELLOW width-2 BAR from ladder-top to the caret + a
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**GREEN width-1 caret triangle** (ctor @4550-4551 sets green/1 AFTER the yellow bar call —
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transcription color bug caught by a period reference screenshot, 2026-07-09; same for the
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bottom bowtie carets @4569-4570); pegs at 1200 with no target; the DISPLAYED range slides at
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**500 m/s** toward the true pick range (HudSimulation :5652 [T1]). ⚠ A period pod screenshot
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(`C:\git\image.webp`, likely a DIFFERENT pod revision — its crosshair is ~2.5× taller with
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arrowhead arms, NOT our binary's ±0.04..0.16 program) structurally CONFIRMS our layout: yellow
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bar + green caret + colored pip dots on the right ladder, bottom tape + green bowtie, rotating
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compass circle bottom-left, and a mid-ladder range reading with no lock (the world-pick
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terrain range). Our glyph constants remain [T1] from OUR 4.10 binary. **The weapon pips sit on
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this same ladder at each weapon's authored max-range mark** — caret below a pip = that weapon
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reaches the target. BLH authored data (live dump): 3× ER-M laser red @**500 m** (two stacked
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at one column; PipExtendedRange=1), 2× missile amber (0.6,0.4,0) @**800 m**, 2× PPC blue
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@**900 m** — so the 7 pips read as 3 weapon-SYSTEM groups. (The engineering-panel "RANGE 500M"
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labels are panel text; the authoritative reach is the streamed WeaponRange.)
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- **Bottom 21-tick tape = the TORSO-TWIST indicator** (NOT a heading tape): deflection line +
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carets at `∓(span/2)·(RotationOfTorsoHorizontal / HorizontalTorsoLimit)` (HUD attrs 4/5/6).
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Fixed-torso BLH: centred (authentic static).
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- **Circle-with-stem = the COMPASS** (HUD attr 0xD CompassHeading, rad→deg rotation) at
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`(botX, botY−3·tickMajor−0.03)`; the **THREAT trail** (attr 0xC ThreatVector) draws inside its
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rotated frame: 0.05-unit attack-direction marks, fresh <2 s red, expiring at 6 s, 1 s blink tick.
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Port feed: the player's TakeDamage handler pushes the impact direction.
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- **Pips** (composed into subB6, master-called): hidden when the weapon's DAMAGE state == 1
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(destroyed, attr 1); LIT (A) when the FIRE-CYCLE state == 2 (loaded, attr 0x1c; port source
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rechargeLevel ≥ 1) else dark ring (B, charging); filtered by `weaponMode & elementMask&0xF`
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(the weapon-GROUP bits Front/Rear/Left/Right). **Range plays NO part** — Execute never reads
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the stored TargetWithinRange slots.
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- **Lock ring** = subB9 (ring+cross) at frame centre, **SPINNING 4°/frame** while the Lock attr
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(0xA) is up. The Lock PRODUCER is the authentic HudSimulation rule (part_013.c:5619-5634 [T1],
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wired task #38): lock requires a target AND your own HUD's host zone damage < **0.75** (a
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shot-up targeting computer loses lock) AND the targeted zone's damage < **1.0** (whole-mech
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target checks zone 0 — so a wreck's dead zone can't re-lock). The hotbox stays visible without
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lock (box = HotBoxVector, ring = Lock — separate signals). The binary also hangs the PNAMEx.bgf
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player-name mesh on the 3D marker here (3D chain still deferred).
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- **Simple-X mode** (PrimaryHudOn off, mask 0x20): the minimal reticle — a small green cross
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(±0.02..0.08 arms) riding the aim translate (ctor @4689-4705 [T1]) — swapped for the full HUD
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by Draw's state switch.
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- **Target HOTBOX** (attr 0xB HotBoxVector) = a rectangle hugging the projected extents — x±4
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around the hotbox point, +1/−11.5 vertical (K=2.8145 baked projection; the port uses the live
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per-axis projection) — switching to the left/right edge ARROW past ±1.6 or behind.
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- Reticle state Off/On + `PrimaryHudOn` (mask 0x20) picks full HUD vs the "simple X" list;
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the aim group translates by `reticlePosition` = the TORSO BORESIGHT (SetMatrix; NOT a free
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cursor — see [[combat-damage]] Targeting: the stick twists the torso, no mouse-aim exists).
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This recovery also CONFIRMS the HUD attr-table ids 4/5/6/8/0xA/0xB/0xC/0xD name↔use pairings
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(hud.hpp had flagged them uncertain). Deferred: PNAME1-8.bgf 3D marker chain. (The canopy shell
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is now authentic and shows by default — see [[cockpit-view]]; `BT_HIDE_COCKPIT=1` hides it.)
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## Key Relationships
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- Full history: `docs/GAUGE_COMPOSITE.md`; reticle recovery: `phases/phase-02-dpl2d-reticle.md`.
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- Uses: [[attribute-pointer]] + [[reconstruction-gotchas]]; reads [[subsystems]] state.
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- Renders on: [[pod-hardware]] MFD surfaces.
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