Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows. Three reconstruction fronts closed: THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up): - PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog MIRRORS the watched subsystem's electrical level (+0x278), brownout downgrade when gen output <= minVoltage% x rated. @004b1804 relabeled ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong. - The factory watcher-CONNECT pass reconstructed (vtable slot +0x38, @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes): watchedLink.Add(roster[watchedSubsystem]) on the master node. Was the SubProxy::Start() no-op -- every watchdog sat at 0 forever. - MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f = permanent brownout) and PowerWatcher's Derivation chains its REAL base HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the whole Torso/Searchlight/ThermalSight family). - KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not "HeatSink"); the btl4gaug heat-widget gate now tests it via the BTIsHeatWatcher bridge. THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes): - The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in every twist-capable .SKL; the camera + canopy ride the same hinge subtree through HingeRenderable's live matrix-stack compose -- ALREADY WORKING in the port. The crosshair stays screen-centered (center IS the boresight); the twist reads on the tape carets/compass/radar. - The real bug was the port's gBTAimX = tan(twist) slew (the falsified "body-mounted view" model): the camera already carried the twist, so the crosshair counter-slid to hull-forward and the fire ray with it. Deleted; the pick ray inherits the twist from the yawing eye basis. - Two instrumentation traps documented (chase-eye-as-default-camera, BT_FORCE_TORSO clobbering real joints -> the hook now only fills unresolved ones); an over-correcting explicit eye compose was added on those false readings and retired the same day. CONTROLS + REPLICATION: - Q/E spring-center on release (the axis is a twist-RATE demand; the old hold-deflection model drifted forever); X also zeroes the axis and pulses the authentic torso Recenter (@004b6918). M cycles control mode via the real CycleControlMode body. - Torso update-record DIRECTION fixed: engine truth is Write=serialize / Read=apply; @004b6a78 is the READ (was mislabeled Write) and the missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C, twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD -140-degree ghost twist. - Marching-ghost desync: 4 Standing-case guards zero stale reverse cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate). - Kill credit rerouted to the OBSERVED killer (lastInflictingID -> killer's player link) -- kills count, target K/D populates. KB: subsystems.md (watcher chain), multiplayer.md (record direction), combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view re-correction), decomp-reference.md (new addresses + tag fix), open-questions.md (dead capability-roster loops 2-4, snapshot CD read). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
065c114590
commit
02cdfd6576
@@ -669,6 +669,12 @@ struct BTPfxEmitter
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float emitAccum; // fractional particles owed (rate * dt integration)
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int issued;
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int active;
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// ATTACHED effects (the @004d097c per-zone dispatcher): the emitter rides
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// the owner entity's SEGMENT -- zone smoke follows the walking mech, and
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// StopAllEntityEffects (@004d0c14: the respawn cleanup) kills every
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// emitter tagged to the entity. ownerTag==0 = a free world effect.
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void *ownerTag;
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int followSeg;
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};
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struct BTPfxParticle
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{
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@@ -798,6 +804,8 @@ void BTStartPfxFrame(int effect_number, float x, float y, float z,
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e.emitAccum = 1.0f; // first particle immediately
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e.issued = 0;
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e.active = 1;
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e.ownerTag = 0;
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e.followSeg = -1;
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gBTPfxEmitters.push_back(e);
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}
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@@ -806,6 +814,52 @@ void BTStartPfx(int effect_number, float x, float y, float z)
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BTStartPfxFrame(effect_number, x, y, z, 0, 0, 0);
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}
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// ATTACHED effect start (the @004d097c per-zone dispatcher): like
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// BTStartPfxFrame, but the emitter rides the owner entity's segment -- the
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// per-frame sim re-resolves the segment's world transform through the
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// game-side bridge below, so a damage-band smoke plume TRAILS the walking
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// mech instead of hanging at the hit point. rows9 = the initial 3x3 basis
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// (rows = local axes in world), pos = the segment's current world position.
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extern int BTResolveSegmentWorld(void *entity, int seg_index,
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float *pos3, float *rows9); // mech4.cpp (game side)
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void BTStartPfxAttached(int effect_number, void *owner, int seg_index,
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float x, float y, float z, const float *rows9)
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{
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if (effect_number < 0 || effect_number >= BT_PFX_SLOTS)
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return;
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const BTPfxDef &d = gBTPfxDefs[effect_number];
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if (!d.valid)
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return;
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if (gBTPfxEmitters.size() > 256)
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return;
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BTPfxEmitter e;
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e.def = &d;
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e.pos = D3DXVECTOR3(x, y, z);
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e.ax = rows9 ? D3DXVECTOR3(rows9[0], rows9[1], rows9[2]) : D3DXVECTOR3(1, 0, 0);
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e.ay = rows9 ? D3DXVECTOR3(rows9[3], rows9[4], rows9[5]) : D3DXVECTOR3(0, 1, 0);
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e.az = rows9 ? D3DXVECTOR3(rows9[6], rows9[7], rows9[8]) : D3DXVECTOR3(0, 0, 1);
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e.emitAccum = 1.0f;
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e.issued = 0;
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e.active = 1;
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e.ownerTag = owner;
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e.followSeg = seg_index;
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gBTPfxEmitters.push_back(e);
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}
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// StopAllEntityEffects (@004d0c14 analog): the firmware killed every effect
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// instance tagged (playerIdx<<16 .. |0xffff); the port kills every emitter
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// tagged to the entity (the respawn cleanup -- a respawned mech must not
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// trail its corpse's zone smoke). Emitted particles fade out naturally.
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void BTStopEntityPfx(void *owner)
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{
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if (owner == 0)
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return;
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for (size_t i = 0; i < gBTPfxEmitters.size(); ++i)
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if (gBTPfxEmitters[i].ownerTag == owner)
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gBTPfxEmitters[i].active = 0;
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}
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// Spawn a few particles of a slot's effect DIRECTLY at a moving point (no
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// emitter instance) -- the per-frame projectile SMOKE TRAIL (psfx 0 = dsrm,
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// "the lrm smoke trail": its velocities stream +Z = BEHIND the round, so the
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@@ -832,6 +886,7 @@ void BTPfxTrailPuff(int effect_number, float x, float y, float z,
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D3DXVECTOR3 ay; D3DXVec3Cross(&ay, &az, &ax);
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e.ax = ax; e.ay = ay; e.az = az;
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e.emitAccum = 0.0f; e.issued = 0; e.active = 0;
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e.ownerTag = 0; e.followSeg = -1;
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for (int i = 0; i < count; ++i)
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BTPfxSpawn(e);
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}
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@@ -1064,6 +1119,18 @@ void BTDrawPfx(LPDIRECT3DDEVICE9 dev, const D3DXMATRIX *view, float dt)
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{
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BTPfxEmitter &e = gBTPfxEmitters[ei];
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if (!e.active) continue;
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// attached emitters ride their owner's segment (@004d097c dispatcher)
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if (e.ownerTag != 0)
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{
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float p3[3], r9[9];
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if (BTResolveSegmentWorld(e.ownerTag, e.followSeg, p3, r9))
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{
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e.pos = D3DXVECTOR3(p3[0], p3[1], p3[2]);
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e.ax = D3DXVECTOR3(r9[0], r9[1], r9[2]);
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e.ay = D3DXVECTOR3(r9[3], r9[4], r9[5]);
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e.az = D3DXVECTOR3(r9[6], r9[7], r9[8]);
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}
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}
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const BTPfxDef &d = *e.def;
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// CONTINUOUS emission at `rate` particles/second until maximum_issue is
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// exhausted. Data-verified semantics: in EVERY shipped .PFX,
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