User live regression: missiles killed a mech in ~2 shots ("takes way more than 2
normally"). Root cause -- DamageZone::TakeDamage (arcade @0041e4e0 == WinTesla
DAMAGE.cpp:379) is `damageLevel += amount*scale` and IGNORES burstCount. So the
arcade's ONE cluster Missile per trigger lands its damageAmount EXACTLY ONCE; the
missileCount/burstCount split is cosmetic for zone damage (only gyro-bounce +
splash-falloff read burstCount). The port re-expresses that one cluster as N
flying rounds and was damaging on EVERY round = ~missileCount x too lethal on the
direct hit (mirrors the splash over-application fixed in 145a69f).
Fix (mislanch.cpp FireWeapon): only the salvo-LEAD round (i==0) carries damage
(damageData.damageAmount) AND the cluster splash; the other N-1 rounds are VISUAL
(damage 0) -- the tracer ripple, no extra damage. AC unaffected (one round/shot,
not a cluster).
Verified (BT_DMG_LOG [dmghit] trace): per-hit missile damage = clean 5.83, burst
1, once. Missiles-ONLY (BT_AF_MISSILE now independent of BT_AUTOFIRE), single
enemy, 45s: 8 damaging hits, top zone reaches only 0.18, NO death (was death in
~3 pulls) -- "way more than 2" restored. Earlier test deaths were BT_AUTOFIRE
firing laser+PPC+missiles combined, not missiles alone.
KB: combat-damage.md documents burstCount-ignored + the N-round cluster trap
(direct + splash both once-per-salvo).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
439 lines
18 KiB
C++
439 lines
18 KiB
C++
//============================================================================//
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// File: mislanch.cpp //
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// Project: BattleTech //
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// Contents: Weapon Which Launches a missile (MissileLauncher : ProjectileWeapon)//
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//----------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//============================================================================//
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//
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// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
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// pseudo-C in part_013.c; member / method names follow the surviving
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// MISLANCH.HPP, the resource-parser tag strings, and the reconstructed
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// mechweap.hpp / heat.hpp siblings. Each non-trivial method cites the
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// originating @ADDR.
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//
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// Class map for the projectile-weapon branch (resolved from vtable + ctor
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// chaining + CreateStreamedSubsystem resource strings):
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// ProjectileWeapon ctor @004bc3fc dtor @004bc688 vtable @0051242c
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// CSS @004bc7cc (TracerInterval, AmmoBin,
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// MinTimeOfFlight, MinJamChance,
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// MinVoltagePercentToFire)
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// MissileLauncher ctor @004bcff0 dtor @004bd060 vtable @00512570
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// CSS @004bd08c (MissileCount, MuzzleVelocity)
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//
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// ProjectileWeapon (base) member offsets used below:
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// @0x3ac this[0xeb] damageAmount (divided by missileCount in ctor)
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// @0x3d4 this[0xf5] per-salvo count copy
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// @0x3f0 this[0xfc] MinTimeOfFlight timer base
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// @0x3fc this[0xff] MinJamChance
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// @0x404 this[0x101] MinVoltagePercentToFire
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// @0x40c this[0x103] MinTimeOfFlight
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// @0x410 this[0x104] (MissileLauncher) muzzleVelocity (Vector3D)
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// @0x418 this[0x106] jam-chance-derived scalar
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// @0x438 this[0x10e] TracerInterval
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// @0x43c this[0x10f] AmmoBin SharedData connection (FUN_004bcbb0)
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// @0x448 this[0x112] (MissileLauncher) missileCount
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//
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// Helper-function name mapping:
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// FUN_004bc3fc ProjectileWeapon base constructor
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// FUN_004bc7cc ProjectileWeapon::CreateStreamedSubsystem
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// FUN_004bcbb0 AmmoBin-connection ctor (SharedData, vtable @00512424)
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// FUN_004b964c MechWeapon::TakeDamage FUN_004b9690 WriteUpdateRecord
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// FUN_004bcabc ProjectileWeapon::HandleMessage (msg 2 -> jam alarm)
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// FUN_004bc6c8 ProjectileWeapon::PrintState (Jammed/NoAmmo/Trigger...)
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// FUN_004bcc60 spawn-a-Missile (FireWeapon path) FUN_004bf8bc Missile::New
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// FUN_00408440 Point3D/Vector3D copy FUN_00404088/004040d8 resource get str/int
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// FUN_00404088 ResourceFile::GetString FUN_00408944 parse Vector3D from text
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// FUN_004084fc Vector3D approx-equal FUN_004dbb24 error-string append
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MISLANCH_HPP)
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# include <mislanch.hpp>
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#endif
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#if !defined(MISSILE_HPP)
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# include <missile.hpp>
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#endif
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#if !defined(AMMOBIN_HPP)
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# include <ammobin.hpp>
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#endif
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#if !defined(TESTBT_HPP)
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# include <testbt.hpp>
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#endif
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#include <math.h>
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// WAVE 7 Phase B -- the port-side flying-projectile service (defined in mech4.cpp, a
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// complete-Mech TU with the render + damage path). A fired missile becomes a tracked
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// projectile that flies to the target + delivers this weapon's damage on impact.
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// Missile-arc wave: launch_velocity = the authored MuzzleVelocity VECTOR in the
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// shooter's frame (up-tilted rack launch); damage <= 0 = a VISUAL-ONLY round.
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extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
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const Point3D &targetPos, Scalar speed, Scalar damage,
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const Vector3D *launch_velocity = 0, int guided = 1,
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int weapon_subsys = -1, int splash_burst = 0);
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//###########################################################################
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// Port-side salvo replication state (missile-visibility wave).
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//
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// The launcher OBJECT is byte-locked at 0x44C (factory alloc) -- salvo state
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// cannot live on it. Keyed by launcher identity: on a MASTER, `fired` counts
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// FireWeapon salvos (serialized in the extended update record); on a
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// REPLICANT, `seen` tracks the last counter applied (-1 = unsynced, so a
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// freshly-joined peer does not replay the master's historical count).
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//###########################################################################
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namespace {
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struct BTSalvoState
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{
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const void *owner;
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int fired; // master: salvos launched
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int seen; // replicant: last counter applied (-1 = unsynced)
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Point3D target; // master: the last salvo's aim point
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};
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BTSalvoState gSalvoTable[64];
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BTSalvoState &BTSalvoOf(const void *launcher)
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{
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int freeSlot = -1;
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for (int i = 0; i < 64; ++i)
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{
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if (gSalvoTable[i].owner == launcher)
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return gSalvoTable[i];
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if (gSalvoTable[i].owner == 0 && freeSlot < 0)
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freeSlot = i;
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}
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BTSalvoState &s = gSalvoTable[(freeSlot >= 0) ? freeSlot : 0];
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s.owner = launcher;
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s.fired = 0;
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s.seen = -1;
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s.target = Point3D(0.0f, 0.0f, 0.0f);
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return s;
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}
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}
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//###########################################################################
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//###########################################################################
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// MissileLauncher
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//###########################################################################
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//###########################################################################
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//#############################################################################
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// Shared Data Support
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//
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Derivation
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MissileLauncher::ClassDerivations(
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&ProjectileWeapon::ClassDerivations,
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"MissileLauncher"
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);
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// task #6: inherit ProjectileWeapon's handler set (see emitter.cpp note).
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Receiver::MessageHandlerSet&
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MissileLauncher::GetMessageHandlers()
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{
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static Receiver::MessageHandlerSet messageHandlers(
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ProjectileWeapon::GetMessageHandlers()); // copy-inherit
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return messageHandlers;
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}
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Simulation::AttributeIndexSet MissileLauncher::AttributeIndex;
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MissileLauncher::SharedData
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MissileLauncher::DefaultData(
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&MissileLauncher::ClassDerivations,
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MissileLauncher::GetMessageHandlers(),
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MechWeapon::GetAttributeIndex(), // gauge wave: inherit temps/InputVoltage/OutputVoltage/PercentDone (was empty)
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MissileLauncher::StateCount
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);
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//#############################################################################
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// Construction
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//
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// @004bcff0 MissileLauncher::MissileLauncher(...)
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//
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// Chains the ProjectileWeapon base ctor, stamps the MissileLauncher vtable,
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// then reads the two launcher resource fields and splits the damage budget
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// evenly across the salvo so each spawned Missile carries
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// damageAmount/missileCount.
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//
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MissileLauncher::MissileLauncher(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &default_data)
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:
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// ProjectileWeapon base ctor (ammo bin, jam, tracer, targeting).
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ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data) // @004bc3fc
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{
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// vtable installed by the compiler (PTR_FUN_00512570)
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missileCount = subsystem_resource->missileCount; // @0x448 resource +0x1d0
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launchVelocity = subsystem_resource->muzzleVelocity; // @0x410 (inherited ProjectileWeapon slot; was aliased "muzzleVelocity")
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// per-salvo count copy + per-missile damage (write the inherited Damage fields)
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this->damageData.burstCount = missileCount; // @0x3d4 this[0xf5] (was shadow "salvoCount")
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this->damageData.damageAmount /= (Scalar)missileCount; // @0x3ac this[0xeb] /= missileCount
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}
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//#############################################################################
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// Destruction
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//
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// @004bd060 ~MissileLauncher() -- restores the launcher vtable, chains the
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// ProjectileWeapon destructor (which releases the AmmoBin connection @00512424).
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//
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MissileLauncher::~MissileLauncher()
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{
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// vtable reset + base ~ProjectileWeapon chaining handled by the compiler.
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}
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//#############################################################################
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// CreateStreamedSubsystem
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//
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// @004bd08c Reads MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4) after
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// chaining ProjectileWeapon::CreateStreamedSubsystem (@004bc7cc). Stamps the
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// streamed-record class/size header bytes, then validates both fields,
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// emitting "missing MissileCount!" / "missing MuzzleVelocity!" on failure.
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//
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Logical MissileLauncher::CreateStreamedSubsystem(
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ResourceFile *resource_file,
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes)
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{
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// chain the ProjectileWeapon record parser (ammo/jam/tracer fields)
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if (!ProjectileWeapon::CreateStreamedSubsystem(
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resource_file, model_file, model_name, subsystem_name,
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subsystem_resource, subsystem_file, directories, passes)) // @004bc7cc
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return False;
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// stamp streamed-record header (classID / size bytes @+0x20/+0x24)
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// ... (record housekeeping, see @004bd08c) ...
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if (passes == 1)
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subsystem_resource->missileCount = -1; // sentinel
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// "MissileCount" (+0x1d0)
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if (!model_file->GetEntry(subsystem_name, "MissileCount",
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&subsystem_resource->missileCount)
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&& subsystem_resource->missileCount == -1)
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{
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DebugStream << subsystem_name << " missing MissileCount!" << endl; // @004bd08c
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return False;
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}
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// "MuzzleVelocity" (+0x1d4, Vector3D parsed from text)
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const char *text = "Unspecified";
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Vector3D &mv = subsystem_resource->muzzleVelocity;
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if (!model_file->GetEntry(subsystem_name, "MuzzleVelocity", &text)
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&& (mv.x == 0.0f && mv.y == 0.0f && mv.z == 0.0f))
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{
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DebugStream << subsystem_name << " missing MuzzleVelocity!" << endl; // @004bd08c
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return False;
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}
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if (strcmp(text, "Unspecified") != 0)
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{
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// FUN_00408944 -- parse a "x y z" Vector3D from the resource text.
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float x = 0.0f, y = 0.0f, z = 0.0f;
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if (sscanf(text, "%f %f %f", &x, &y, &z) == 3)
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{
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mv.x = x; mv.y = y; mv.z = z;
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}
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}
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return True;
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}
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//#############################################################################
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// FireWeapon (ProjectileWeapon spawn path, @004bcc60)
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//
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// Builds a streamed-entity spawn descriptor for a Missile (entity ClassID
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// 0xBD0), seeded from this weapon's muzzle transform, the explosion model
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// resource (this->explosionResourceID @0x3e4), the per-missile Damage block
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// (this->damageData @0x3a8) and the owning Mech's target. The descriptor is
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// handed to Missile::New (FUN_004bf8bc), which allocates the 0x368-byte
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// entity and runs the Missile ctor (@004bf5b4). Heat from firing is added
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// to the owner here (this->heatCostToFire -> owner heatLoad) when the weapon
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// is heat-bearing (FUN_004ad7d4).
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//
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// NOTE: this body lives in the ProjectileWeapon address range and is shared
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// by MissileLauncher; it is documented here because MISLANCH.HPP declares
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// FireWeapon() as the launcher's protected entry point.
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//
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void MissileLauncher::FireWeapon()
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{
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Check(this);
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// THE FIRING HEAT (task #9): heatCostToFire RAW into the launcher's own
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// pendingHeat (pre-scaled 1e7-unit resources: SRM6 = 5e7, LRM15 = 6.5e7)
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// -- the binary's add @part_013.c:8744-8747, gated on the heatable check.
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if (HeatModelActive()) // FUN_004ad7d4 (heat.hpp; [T3] permissive)
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{
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pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
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}
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// A salvo draws one ammo unit from the linked bin; a dry / not-ready bin
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// latches NoAmmo (ConsumeRound) and aborts the launch.
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if (!ConsumeRound()) // FUN_004bd4f4 (AmmoBin::FeedAmmo)
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return;
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// Begin the per-shot recharge cooldown (recoil bleeds to 0 before ReadyToFire).
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recoil = rechargeRate;
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// Resolve the muzzle / lead geometry (seeds each flying missile).
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Point3D muzzle;
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GetMuzzlePoint(muzzle); // @004b9948
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damageData.burstCount = missileCount; // @0x3d4 (was shadow "salvoCount")
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// WAVE 7 Phase B: launch `missileCount` flying projectiles toward the owner's target.
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// (Port reconstruction -- the byte-exact world-entity Missile is blocked by the 2007
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// engine Entity base mismatch; see BTPushProjectile / mech4.cpp.) Speed = |launchVelocity|
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// (resource MuzzleVelocity); per-missile damage = damageData.damageAmount (already
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// divided by missileCount in the ctor).
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char *o = (char *)owner; // inherited MechSubsystem::owner (the Mech)
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void *target = (o != 0) ? *(void **)(o + 0x388) : 0; // owner's locked target entity (null in bring-up)
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Point3D targetPos = (o != 0) ? *(Point3D *)(o + 0x37c) : muzzle; // owner target point
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Scalar speed = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
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+ launchVelocity.y*launchVelocity.y
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+ launchVelocity.z*launchVelocity.z);
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// Always launch -- BTPushProjectile falls back to gEnemyMech when the owner's target
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// slot isn't populated (bring-up); missileCount missiles per salvo. The authored
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// MuzzleVelocity VECTOR rides along (missile-arc wave): the round leaves the rack
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// on the authored up-tilt, then the seeker loft + steering arc it onto the target.
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int nmiss = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
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for (int i = 0; i < nmiss; ++i)
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// DAMAGE + SPLASH ONCE PER SALVO (task #62 fix): the arcade fires ONE
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// cluster Missile per trigger, and its zone damage is applied EXACTLY ONCE
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// -- DamageZone::TakeDamage (@0041e4e0) is `damageLevel += amount*scale`
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// and IGNORES burstCount. The port draws that cluster as N visual rounds;
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// damaging on EVERY round applied the hit N times = ~missileCount-x too
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// lethal (the "2-shot kill" regression). Only the LEAD round (i==0)
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// carries the missile's damageAmount + the cluster splash; the rest are
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// VISUAL (damage 0) -- the ripple of tracers, no extra damage.
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BTPushProjectile(muzzle, o, target, targetPos, speed,
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(i == 0) ? damageData.damageAmount : 0.0f,
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&launchVelocity, 1,
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subsystemID /*messmgr explosion bundling at impact (task #7)*/,
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(i == 0) ? nmiss : 0 /*salvo-lead: cluster splash baseBurst*/);
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// Salvo replication (missile-visibility wave): bump the fire counter + stamp
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// the aim point; the extended update record carries both to peer nodes.
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{
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BTSalvoState &s = BTSalvoOf(this);
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++s.fired;
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s.target = targetPos;
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}
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simulationFlags |= 0x1; // replication-dirty
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// ENQUEUE the record (visibility fix): the dirty flag alone never
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// serializes -- ForceUpdate sets the updateModel bit that makes the next
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// PerformAndWatch write THIS subsystem's record into the mech's update
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// stream (the exact mechanism the Emitter's beam replication uses,
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// emitter.cpp:512). Without it the peer never saw a salvo record at all.
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ForceUpdate();
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Check_Fpu();
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}
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//#############################################################################
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// WriteUpdateRecord / ReadUpdateRecord (PORT record extension -- missile-
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// visibility wave; see the mislanch.hpp banner). The master serializes the
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// salvo counter + aim point after the MechWeapon base fields; the replicant
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// edge-detects the counter and mirrors the salvo as VISUAL-ONLY rounds
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// (damage 0 -- the master's own rounds deliver the damage cross-pod).
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//
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void
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MissileLauncher::WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model)
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{
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MechWeapon::WriteUpdateRecord(message, update_model); // @004b9690 (alarm fields)
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MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message;
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BTSalvoState &s = BTSalvoOf(this);
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rec->recordLength = sizeof(MissileLauncher__UpdateRecord);
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rec->salvoCounter = s.fired;
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rec->salvoRounds = missileCount;
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rec->salvoTarget = s.target;
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}
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void
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MissileLauncher::ReadUpdateRecord(Simulation__UpdateRecord *message)
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{
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MechWeapon::ReadUpdateRecord(message); // @004b964c (alarm apply)
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MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message;
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BTSalvoState &s = BTSalvoOf(this);
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if (s.seen < 0)
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{
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// first sync after spawn/join: adopt the master's count silently --
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// no replay of salvos fired before we could see them.
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s.seen = rec->salvoCounter;
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}
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else if (rec->salvoCounter != s.seen)
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{
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s.seen = rec->salvoCounter;
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// Mirror ONE salvo (a missed record collapses to one -- catch-up
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// replays would draw stale phantom volleys). Rounds fly the same
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// authored launch vector + seeker-loft arc as the master's, from
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// this replicant's own resolved rack ports, damage 0.
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Point3D mz;
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GetMuzzlePoint(mz); // @004b9948
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Scalar spd = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
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+ launchVelocity.y*launchVelocity.y
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+ launchVelocity.z*launchVelocity.z);
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int n = rec->salvoRounds;
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if (n < 1 || n > 40)
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n = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
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for (int i = 0; i < n; ++i)
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BTPushProjectile(mz, owner, 0 /*no entity: aim point only*/,
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rec->salvoTarget, spd, 0.0f /*VISUAL*/, &launchVelocity, 1,
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subsystemID /*per-round detonation resolve on this node*/);
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if (getenv("BT_PROJ_LOG"))
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DEBUG_STREAM << "[projectile] REPLICANT salvo x" << n
|
|
<< " at(" << rec->salvoTarget.x << "," << rec->salvoTarget.y
|
|
<< "," << rec->salvoTarget.z << ")\n" << std::flush;
|
|
}
|
|
}
|
|
|
|
//#############################################################################
|
|
// TakeDamage / DeathReset
|
|
//
|
|
// TakeDamage inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c).
|
|
// DeathReset chains the ProjectileWeapon ammo/feed reset (@004bbaf8).
|
|
//
|
|
void MissileLauncher::TakeDamage(Damage &damage)
|
|
{
|
|
MechWeapon::TakeDamage(damage); // @004b964c
|
|
}
|
|
|
|
void MissileLauncher::DeathReset(Logical /*full_reset*/)
|
|
{
|
|
ProjectileWeapon::ResetToInitialState(); // @004bbaf8 (best-effort)
|
|
}
|
|
|
|
//#############################################################################
|
|
// TestInstance -- inherits the ProjectileWeapon/MechWeapon base check.
|
|
//
|
|
Logical MissileLauncher::TestInstance() const
|
|
{
|
|
return ProjectileWeapon::TestInstance();
|
|
}
|
|
|
|
|
|
//===========================================================================//
|
|
// WAVE 7 factory bridge -- MissileLauncher (factory case 0xBD0, "BallisticWeapon"
|
|
// mislabel). VDATA.h enum: 0xBD0 == MissileLauncherClassID. The real class
|
|
// (ctor @004bcff0) is MissileLauncher : ProjectileWeapon (sizeof 0x44C); the
|
|
// factory built a BallisticWeapon RECON_SUBSYS stub. alloc 0x44C. Ticks its
|
|
// real per-frame sim (charge/ammo/heat, damage split across missileCount);
|
|
// FireWeapon consumes a round + recoils but DEFERS the missile spawn (Phase B).
|
|
//===========================================================================//
|
|
Subsystem *CreateMissileLauncherSubsystem(Mech *owner, int id, void *seg)
|
|
{
|
|
Check(sizeof(MissileLauncher) <= 0x44C);
|
|
return (Subsystem *) new (Memory::Allocate(0x44C))
|
|
MissileLauncher(owner, id, (MissileLauncher::SubsystemResource *)seg, MissileLauncher::DefaultData);
|
|
}
|