Files
BT411/game
Joe DiPrimaandClaude Opus 5 e6c5ac951e #141 sweep: every hand-composed segment->world now goes through the engine accessor
Finishing the audit the #141 fix implied.  The unfaithful pattern

    mw.Multiply(seg->GetSegmentToEntity(), mech->localToWorld);

appeared at FOUR sites, not one.  GetSegmentToEntity only recomputes when
segmentModified is already set (SEGMENT.cpp:262); the thing that sets it is the
binary's FUN_00424da8 == JointedMover::GetSegmentToWorld, which tests
AreJointsModified() and marks the whole segment table dirty.  Compose by hand
and you read whatever cache is there -- fresh on the local mech (the render pass
refreshes it every frame), BIND POSE on any replicant.

Swept (the muzzle path was fixed in f01de8c):
  * BTResolveWeaponMuzzle           -- weapon muzzle          (already done)
  * BTGetMechSegmentWorldPos @1066  -- generic segment->world bridge
  * damage-effect anchor    @2148   -- peer effects anchored to the bind pose
  * energy-beam gun port    @8916   -- SAME exposure as the missile launch:
                                       a peer's BEAM would originate from the
                                       untwisted gun port too

Repo-wide grep now shows exactly one GetSegmentToEntity call outside
SEGMENT.cpp -- JMOVER.cpp:153, which is inside GetSegmentToWorld itself, after
the refresh.  That is the correct one.

No regression (scratchpad/night13/missileframe.sh):
    master     n=165  max 2.1719  mean 1.2781  >0.1rad 100%
    REPLICANT  n=165  max 2.0907  mean 0.8201  >0.1rad  64%
and the peer failures remain a clean PREFIX with zero interleaved cases --
i.e. only the window before the peer has any replicated twist to carry, which
is correct behaviour, not a miss.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
2026-08-08 09:28:04 -05:00
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