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>
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co-authored by
Claude Fable 5
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065c114590
commit
02cdfd6576
@@ -570,6 +570,20 @@ Scalar
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switch (legAnimationState) // this+0x3b0
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{
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case StandingAnimation: // 0
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// STANDING ZEROES THE CYCLE (reverse-stop desync, live-diagnosed
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// 2026-07-13): a REVERSE cadence is NEGATIVE, so the walk-family stop
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// gate (cycleSpeed <= ZeroSpeed) passes while still cycling at full
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// reverse speed, and several stand-entry paths (turn exit, terminal
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// poses) never touch the cycle -- Standing could be entered with a
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// stale legCycleSpeed = -2.507 ([gaitSM] state=0 evidence). The master
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// LOOKS still (case 0 never advances the clip) but the stale cycle
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// REPLICATES and the peer's replicant marches in place. A standing
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// mech's cycle is 0 (the clean forward-stop log: legSum ~3e-8).
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if (legCycleSpeed != 0.0f)
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{
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legCycleSpeed = 0.0f;
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ForceUpdate(8); // type-3 record: legs stopped
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}
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// RAW (part_012.c FUN_004a5028 case 0): standSpeed < commandedSpeed ->
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// begin WALKING (state 5); 0 <= commanded < standSpeed -> stay standing;
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// commanded < 0 -> stand-to-reverse (0x10). (The earlier draft had the
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@@ -823,6 +837,20 @@ Scalar
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switch (bodyAnimationState) // this+0x728
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{
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case StandingAnimation: // 0
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// STANDING ZEROES THE CYCLE (reverse-stop desync, live-diagnosed
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// 2026-07-13): a REVERSE cadence is NEGATIVE, so the walk-family stop
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// gate (cycleSpeed <= ZeroSpeed) passes while still cycling at full
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// reverse speed, and several stand-entry paths (turn exit, terminal
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// poses) never touch the cycle -- Standing could be entered with a
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// stale bodyCycleSpeed = -2.507 ([gaitSM] state=0 evidence). The master
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// LOOKS still (case 0 never advances the clip) but the stale cycle
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// REPLICATES and the peer's replicant marches in place. A standing
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// mech's cycle is 0 (the clean forward-stop log: legSum ~3e-8).
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if (bodyCycleSpeed != 0.0f)
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{
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bodyCycleSpeed = 0.0f;
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ForceUpdate(8); // type-3 record: legs stopped
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}
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// RAW (FUN_004a5678 case 0): standSpeed < bodyTargetSpeed -> begin WALKING
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// (5); 0 <= target < standSpeed -> stay standing; target < 0 -> reverse
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// (0x10). (The earlier draft had the comparison INVERTED.)
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@@ -979,6 +1007,20 @@ Scalar
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switch (bodyAnimationState)
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{
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case StandingAnimation: // 0
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// STANDING ZEROES THE CYCLE (reverse-stop desync, live-diagnosed
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// 2026-07-13): a REVERSE cadence is NEGATIVE, so the walk-family stop
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// gate (cycleSpeed <= ZeroSpeed) passes while still cycling at full
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// reverse speed, and several stand-entry paths (turn exit, terminal
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// poses) never touch the cycle -- Standing could be entered with a
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// stale bodyCycleSpeed = -2.507 ([gaitSM] state=0 evidence). The master
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// LOOKS still (case 0 never advances the clip) but the stale cycle
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// REPLICATES and the peer's replicant marches in place. A standing
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// mech's cycle is 0 (the clean forward-stop log: legSum ~3e-8).
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if (bodyCycleSpeed != 0.0f)
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{
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bodyCycleSpeed = 0.0f;
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ForceUpdate(8); // type-3 record: legs stopped
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}
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if (bodyTargetSpeed <= standSpeed) // 0x6b4 <= 0x530
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{
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distance = 0.0f;
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@@ -1166,6 +1208,20 @@ Scalar
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switch (legAnimationState)
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{
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case StandingAnimation: // 0
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// STANDING ZEROES THE CYCLE (reverse-stop desync, live-diagnosed
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// 2026-07-13): a REVERSE cadence is NEGATIVE, so the walk-family stop
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// gate (cycleSpeed <= ZeroSpeed) passes while still cycling at full
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// reverse speed, and several stand-entry paths (turn exit, terminal
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// poses) never touch the cycle -- Standing could be entered with a
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// stale legCycleSpeed = -2.507 ([gaitSM] state=0 evidence). The master
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// LOOKS still (case 0 never advances the clip) but the stale cycle
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// REPLICATES and the peer's replicant marches in place. A standing
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// mech's cycle is 0 (the clean forward-stop log: legSum ~3e-8).
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if (legCycleSpeed != 0.0f)
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{
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legCycleSpeed = 0.0f;
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ForceUpdate(8); // type-3 record: legs stopped
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}
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if (motionSource->commandedSpeed <= standSpeed) // +0x128 <= 0x530
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{
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distance = 0.0f;
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