The engine Reticle model (MUNGA/RETICLE.h [T0]) reconstructed end to end: - Mech::targetReticle is a real Reticle member bound to the TargetReticle attribute (0x1d), per the RP VTV analog (VTV.h targetReticle). - Crosshair slew: mouse -> client rect -> reticle coords (the pod stick free-aim channel's dev-box stand-in); BT_AIM="x y" pins it headless. LMB fires lasers / RMB missiles (alongside SPACE/CTRL). - Pick ray: the ACTIVE eye publishes pos + LookAtRH basis (BTSetAimCamera, L4VIDRND view-write site) + the render loop publishes proj._22; BTGetAimRay builds the world ray, Mech::PickRayHit slab-tests it against the collision template's ExtentBox via the engine's BoundingBox::HitBy (local frame; clips the Line at entry) -> world hull point. - Designation: the mech under the crosshair designates (sticky; re-hover refreshes; cleared when the target leaves the roster at burial); the entity target slots 0x37c/0x388/0x38c feed the whole weapon path. - Aimed fire: while HOT the impact point is the PICKED hull point -> the STEP-6 cylinder lookup resolves the zone under the crosshair (verified: center-aim -> head-band zone 13 dominant). Off-crosshair the sticky designation converges on center mass. - HUD: the aim group draws at the slewed position ([0x9a] translate, contained by push/pop); the designator ring tracks the target's projected point (subB9 hot / subB8 designated, BTProjectToReticle); edge arrows when off-screen/behind. - AUTHENTIC gating: no fire arc exists in the binary (FireWeapon fires whenever HasActiveTarget, part_013.c:7758) -> BT_FIRE_ARC is now an explicit OPT-IN presentation clamp; the hardwired gEnemyMech lock and the projectile path's gEnemyMech fallback are removed. - Fixed en route: every renderable rebuild stomped mCamera back to the chase eye (start-inside silently lost the cockpit camera; the aim feed exposed it). BTL4VideoRenderer::mViewInside persists the chosen view. Verified headless: BT_AIM="0 0" -> HOT lock, pick hits the hull face at exact range, aimed zones resolve; BT_AIM="0.8 0.3" -> no lock, zero damage, zero missile launches; kill chain completes to wreck + smoke. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
187 lines
11 KiB
Markdown
187 lines
11 KiB
Markdown
---
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id: decomp-reference
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title: "Decomp Reference — resource types, ClassIDs, offsets, addresses, env gates"
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status: established
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source_sections: "CLAUDE.md §10c; game/reconstructed/CLASSMAP.md; reference/decomp/all/part_*.c"
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related_topics: [subsystems, combat-damage, reconstruction-gotchas, build-and-run, gauges-hud]
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key_terms: [ClassID, resource-type, subsystem-roster, BTL4OPT, factory]
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open_questions:
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- "0xBCE weapon family fully mapped? (GaussRifle : Emitter, FireWeapon is a no-op in this build)"
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---
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# Decomp Reference
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The quantitative hub for the reconstruction: resource-type enum, ClassID map, mech struct
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offsets, key `FUN_` addresses, and env gates. Cite a section here rather than re-deriving.
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Everything is `[T1]` (decompiled + byte-verified) unless tagged otherwise. The living
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source-of-truth is `reference/decomp/all/part_*.c`; the class map is
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`game/reconstructed/CLASSMAP.md`.
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---
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## 1. Resource lookup
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`ResourceFile::FindResourceDescription(name, type, index=-1)` (`FUN_00406ff8` = find-by-type-and-name;
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`FUN_00407064` = `SearchList(resourceID, type)`). Lookup is **by NAME or by ID**. `Mech::ResolveAnimationClip(prefix,suffix)` builds a name and calls it.
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⚠ A clip_id from `ResolveAnimationClip` is a **DIRECT resource ID** → `FindResourceDescription(clip_id)`,
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NOT `SearchList(clip_id, 16)` (which treats the arg as a LIST → walks garbage → AV). [T1]
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### Resource type enum
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| Type | Value | Holds |
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|---|---|---|
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| SkeletonStream | — | `.SKL` skeletons |
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| DamageZoneStream | **0x14** | damage-zone records (Mech ctor reads count + array) |
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| ModelList | **18** | model/mech names (`bhk1`, `madcat`, …) |
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| AnimationResourceType | **16 (0x10)** | animation clips (lowercase: `blhrrl`=904, `blhrrr`=905, `blhwwli`=910, `blhrrli`=916) |
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| damage-zone segment list | 0x14 | per-zone segment list |
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| critical-subsystem segment | 0x1e | crit subsystem segments |
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Animation clip names in `BTL4.RES` are **lowercase**. [T1]
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---
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## 2. ClassID map (subsystem factory)
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Base 3000 = **0xBB8**. The factory switches on the resource ClassID; the `case <Name>ClassID`
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LABELS are **systematically mislabeled** — trust the `// FUN_004xxxxx` ctor-address comment
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reconciled via `CLASSMAP.md`, not the case label. [T1]
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| ClassID | Real class | ctor @ | Notes |
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|---|---|---|---|
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| 0xBB9 | **Mech** | @004a2d48 (`Mech::Make`) | sizeof 0x854 (binary); reconstructed 0x638 |
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| 0xBBD | **Condenser** | @4ae568 | valve; `case`="?" |
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| 0xBBE | **AggregateHeatSink** (heat-sink BANK) | @4ae8d0 | GUID 0x50e590, sizeof 0x1E4; `case`=SensorClassID |
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| 0xBC0 | **Reservoir** | @4af408 | `case`=Condenser |
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| 0xBC1 | **Generator** | @4b… | power bus |
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| 0xBC2 | **PoweredSubsystem** | @004b0f74 | sizeof 0x31C |
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| 0xBC3 | **Sensor** | — | `case`=MyomersClassID |
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| 0xBC4 | **Gyroscope** | @004b3778 | DEFERRED (NaN integrator; reverted to stub) |
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| 0xBC5 | **Torso** | @004b6b0c | sizeof 0x280; `case`=SinkSource |
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| 0xBC6 | **Myomers** | @4b8fec | `case`=Actuator; INERT un-stub |
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| 0xBC8 | **Emitter** | @004b1d18 | sizeof 0x478; energy weapon |
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| 0xBCB | **AmmoBin** | — | `case`=JumpJet; sizeof 0x22C |
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| 0xBCD | **ProjectileWeapon** | @4bc3fc | sizeof 0x448 (`case`≠ this — see VDATA.h) |
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| 0xBCE | **GaussRifle** | @4bdcb4 | : Emitter; FireWeapon is a **no-op** in this build |
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| 0xBD0 | **MissileLauncher** | @4bcff0 | sizeof 0x44C |
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| 0xBD3 | **SubsystemMessageManager** | @0049bca4 | damage/explosion consolidation hub (ConsolidateAndSendDamage, weaponExplosions); cached to `Mech[0x10d]`=**0x434** (recon MISLABELS it `controlsMapper`; the drive squats there — the real mapper is roster slot 0). NOT the valve/Myomers gate (that's the owning **BTPlayer** @mech+0x190). WAVE 8 = untangle + damage-hub. |
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| 0xBD4 | **PPC** (: Emitter) | — | same FireWeapon as Emitter; `factory calls it GaussRifle` |
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| 0xBD6 | **HUD** | — | alloc 0x2a4; `case`=MechDisplay-ish |
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| 0xBD8 | **Searchlight** | — | `case`=LegSubsystem |
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| 0xBDC | **MechTech** | — | alloc 0x104 |
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| 0xBDE | **ThermalSight** | — | `case`=MechDisplay |
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Identify a class at runtime with `sub->GetClassID()` (== `sub+4`). [T1]
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### Class hierarchy (the two branches that share only MechSubsystem)
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- **Heat leaf:** `PoweredSubsystem : HeatSink : HeatableSubsystem : MechSubsystem` (Emitter/PPC/Sensor/Myomers/weapons chain here). [T1]
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- **Watcher branch:** `Torso/Gyroscope/Searchlight/ThermalSight/HUD : PowerWatcher : HeatWatcher : MechSubsystem`; `AmmoBin : HeatWatcher`. Uses a 0xC connection + 0x54 alarm (NOT the 4/8-byte heat-leaf types). [T1]
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### Derivation-tag addresses (`FUN_0041a1a4(obj, tag)` = IsDerivedFrom)
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| Tag | Class | Evidence |
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|---|---|---|
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| **0x511830** | **MechWeapon**::ClassDerivations | The reticle AddWeapon loop (part_014.c:5386) hard-aborts on missing WeaponRange/PipPosition/… attrs for every member; part_012.c:9344 counts ready weapons; the Mech ctor roster at this[0x1ef] (`weaponRoster`, ex-mislabel "poweredSubsystems") ORs weapon `capabilityFlags`@+0x334. [T1] |
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| 0x50f4bc | PoweredSubsystem | btl4gau2 gauge wave. [T1] |
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| 0x50e3ec | HeatableSubsystem | btl4gaug widget gate. [T1] |
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| 0x50e604 | HeatSink | btl4gaug widget gate. [T1] |
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| 0x51155c | roster at Mech this[0x1eb] (`heatableSubsystems` label) | tag ≠ 0x50e3ec — the label is UNVERIFIED [T4]; arbitrate before relying on it. |
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| 0x50e4fc | roster at Mech this[499] (`damageableSubsystems` label) | [T3] |
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| 0x50bdb4 | Mech | emitter.cpp destroyed-check. [T1] |
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| 0x5121a8 | ProjectileWeapon-family (checked after 0x511830; reads ammo state @+0x364) | [T3] |
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---
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## 3. Mech struct offsets (`Mech*`, binary layout)
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Reconstructed access MUST use named members/accessors — these raw offsets are the BINARY's,
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valid for reading the decomp, NOT for our compiled layout (see [[reconstruction-gotchas]]). [T1]
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| Offset | Field | Notes |
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| +0x11c / +0x120 | `damageZoneCount` / `damageZones[]` | inherited Entity; Mech ctor populates the array |
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| +0x124 / +0x128 | `subsystemCount` / `subsystemArray[]` | the [[subsystem-roster]] (NOT the segment table) |
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| +0x190 | **owning `BTPlayer`** (`GetPlayerLink()`) | set by `FUN_0049f624` (mech↔player bind; also `player->playerVehicle(+0x1fc)=mech`). The valve guard (`FUN_004ac9c8 →player+0x274`) + Myomers gate (`FUN_004ad7d4 →player+0x260`) read the owning player's game-mode flags (NOT the messmgr @0x434). `MECH_OWNING_PLAYER`. |
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| +0x434 (word 0x10d) | `SubsystemMessageManager` cache | the 0xBD3 damage/explosion hub (factory @10142). Our recon MISLABELS this `controlsMapper` + the drive squats here; the real mapper is roster slot 0. |
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| +0x260 / +0x26c | `localOrigin` = { Point3D linearPosition; Quaternion angularPosition } | ORIGIN.h:15; position@+0x100 in some subsystem views |
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| +0x300 | segment table | skeleton `EntitySegment`s (muzzle sites, joints) |
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| +0x37c | target world `Point3D` | aim source |
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| +0x388 | target `Entity*` | HasActiveTarget() gate |
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| +0x38c | targeted sub-zone (int) | -1 = whole |
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| +0x42c | `shadowJointNode` (Joint*) | ShadowJointName @model+0xB4 |
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| +0x438 | torso subsystem cache | HUD/mapper read it |
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| +0x5b4 | HUD subsystem cache | (factory case 0xBD6 writes param_1[0x16d]) |
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| +0x650 | `deathAnimationLatched` / crashed flag | |
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| +0x7cc | `damageableSubsystems` chain | the condenser chain (GUID 0x50e4fc) RecomputeCondenserValves iterates |
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`mech+0x100` (a subsystem-view of localOrigin.linearPosition): `.x@+0x100, .z@+0x108`. [T1]
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---
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## 4. Damage delivery
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- `Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&)` → `target->Dispatch(&msg)`.
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- Base `Entity::TakeDamageMessageHandler` **IGNORES zone==-1** — send a VALID zone index (the Mech cylinder-lookup override for unaimed hits is not reconstructed). [T1]
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- `class Damage { damageType(enum Collision/Ballistic/Explosive/Laser/Energy), damageAmount, damageForce, surfaceNormal, impactPoint, burstCount }`. [T1]
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- Weapon effect id: **"explode" = 13** (`Explosion::Make`). [T2]
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- `DestroyEntityMessage(id,size)` removes an entity — but a killed mech STAYS (a WRECK); death = a STATE transition (`SetGraphicState(DestroyedGraphicState)`), NOT removal. Issuing removal-on-death is the P5 teardown bug (do not). [T2]
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---
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## 5. Weapon fire-rate constants (recovered)
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From the weapon `.SUB` records + the charge-curve `.data` constants (PE-parsed as x87 float10). [T1]
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- `DischargeTime` = beam-on time. ER-medium laser (BLH) = **0.2 s**.
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- `RechargeRate` = recharge time in **seconds exactly** (the two ln5 factors cancel): ER-S 1.0 / ER-M 2.0 / ER-L 4.0 / PPC 5.0.
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- One BLH ER-M cycle = 0.2 + 2.0 = **2.2 s**; ~12 lasers staggered → aggregate ≈ 5/s.
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- `WeaponRange` 500 (ER laser), `DamageAmount` 3.5, `PipColor` 1.0 0.0 0.0 (RED).
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- Charge constants: `_DAT_004bb3c4`=1.0, `_DAT_004bb3b8`=1e-4, `_DAT_004bb3b4`=0.5; RatedVoltage (GENRATOR.SUB)=1e4; fire threshold `seekVoltage[rec]=0.8*RatedVoltage`.
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---
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## 6. Env-var gates (runtime; default OFF unless noted)
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The authentic stack is DEFAULT-ON (`BTEnvOn`, mechrecon.hpp): `BT_GAIT_CUTOVER`, `BT_GAIT_SM`,
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`BT_COLLISION`, `BT_REAL_CONTROLS` default ON — set `=0` to fall back. ⚠ Gates check
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`getenv(name) != NULL`, so `BT_X=""` (empty) still ENABLES; use `Remove-Item Env:\BT_X`.
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| Var | Effect |
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|---|---|
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| `BT_FORCE_THROTTLE` | auto-walk forward (no key) |
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| `BT_SPAWN_ENEMY` | spawn a target mech 120u ahead along the spawn facing |
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| `BT_FORCE_FIRE` | auto-fire on cooldown |
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| `BT_ASSERT_TO_DEBUGGER` | route CRT asserts to the debugger, not a modal box |
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| `BT_HEAPCHECK` | whole-heap validation on every alloc/free (O(n²) at mission load — SLOW) |
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| `BT_PROBE_BGF=<name\|ALL>` | boot-time BGF loader probe, exits after |
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| `BT_LOG=<file>` | per-instance log file (in content/) |
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| `BT_GAUGE_ATTR_LOG` | `[attr] <binding> OK/NULL` per config binding |
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| `BT_GAUGE_SKIP_LOG` | `[gskip] <primitive>` per unregistered gauge widget the parse skips |
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| `BT_VALVE_LOG` | condenser valve flow distribution |
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| `BT_SECTOR_LOG` | SectorDisplay Make/Execute |
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| `BT_NET_TRACE` | `[net-tx]/[net-rx]/[net-upd]` MP tracing |
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| `BT_DEV_GAUGES` | render the 6 pod MFD surfaces in a separate dev window |
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| `BT_AIM="x y"` | pin the reticle crosshair (reticle coords) — headless aim harness |
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| `BT_AIM_LOG` | `[pick]` ray/box/hit diagnostics (Mech::PickRayHit) |
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| `BT_FIRE_ARC=<deg>` | OPT-IN external-camera fire-arc clamp (unset = authentic no-arc) |
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| `BT_START_INSIDE` | begin in the cockpit view (V toggles) |
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Full render/locomotion gates (BT_RAMP, BT_MATPRI, BT_CULL, BT_SHADOW_*, BT_LODSEL, BT_ADDLOD,
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BT_PUNCH, …) are catalogued in [[rendering]].
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---
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## 7. Tools
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- `tools/disas2.py <VA> [len]` — capstone disassembly of BTL4OPT.EXE at a VA (recovers x87 math
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Ghidra drops; folds known call targets + float constants). THE tool for any `FUN_` the
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assert-anchored exporter didn't capture (e.g. `@0x4ae464` MoveValve, `@0x4ca07c` Execute).
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- `tools/disas2.py`-style PE reads: `scratchpad/rdva.py` (4-byte VA read), `rdtbyte.py` (80-bit float10).
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- `reference/ghidra_scripts/ExportBTSource.java` — the headless assert-anchored decompiler.
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- `reference/ghidra_scripts/DecompVSS.java` — headless address-list decompiler (any skipped fn).
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- `tools/btconsole.py` — the MP console emulator. `tools/mapscan.py`/`resscan.py` — content scanners.
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---
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## Key Relationships
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- Feeds: [[subsystems]] (factory + ClassIDs), [[combat-damage]] (damage delivery), [[gauges-hud]] (attribute binding).
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- Verified against: [[reconstruction-method]] (the decomp loop), [[reconstruction-gotchas]] (why raw offsets fail).
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