Reticle Execute @004cdcf0 RECOVERED: every HUD instrument now live (task #37)
The one un-exported gap in the reticle chain, read via capstone (tools/disas2.py; the annotated disasm preserved at reference/decomp/reticle_execute_004cdcf0.disasm.txt). Draw() is now a transcription of the real per-frame logic, and the HUD attr-table names (hud.hpp ids 4/5/6/8/A/B/C/D) are CONFIRMED by their Execute usage: - Range ladder: BAR from ladder-top to the caret + caret translate. - The bottom 21-tick tape is the TORSO-TWIST indicator (NOT heading): deflection = -/+(span/2) x (RotationOfTorsoHorizontal / twist limit), attrs 4/5/6. Fixed-torso BLH reads centred -- authentic static. - The circle-with-stem is the COMPASS (attr 0xD, rad->deg rotation) at (botX, botY - 3*tickMajor - 0.03), with the THREAT trail (attr 0xC) in its rotated frame: 0.05-unit attack-direction marks, fresh < 2s red, expiring at 6s. Port feed: player TakeDamage pushes the impact direction (dormant vs the passive test dummy). - Pips (composed into subB6): hidden when destroyed (attr 1 == 1), LIT when the fire cycle is LOADED (attr 0x1c == 2; port source rechargeLevel >= 1) else the dark charging ring; filtered by the weapon-GROUP bits (weaponMode & elementMask&0xF). Range plays NO part (the stored TargetWithinRange slots are never read by Execute). - Lock ring: subB9 at frame centre SPINNING 4 deg/frame while locked ([0x9d] is the spin matrix, not a heading list). - Target HOTBOX: a rectangle hugging the projected extents (x+-4 around the top-centre hotbox point, +1/-11.5 vertical; baked K=2.8145 -- the port projects through the live per-axis projection), switching to the edge arrows past +-1.6 or behind (BTProjectHotBox, L4VIDEO). - Reticle state Off/On + PrimaryHudOn full-HUD/simple-X switch, aim translate on slew move, 3D marker + PNAME player-name mesh identified (chain still deferred). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
cf9f56044e
commit
18d49491b7
+263
-50
@@ -61,6 +61,7 @@
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#include <string.h>
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#include <math.h>
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#include <time.h> // clock() -- the threat-trail ages (task #37)
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//
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@@ -1043,6 +1044,9 @@ BTReticleRenderable::BTReticleRenderable(Entity *entity, Scalar *range_attr)
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maxRange = kRetMaxRange; minRange = 0.0f;
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rangeScale= maxRange - minRange; // [0x8d] -- AddWeapon divides by it
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rangeAttr2= range_attr;
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pipsBuilt = 0; // recovered-Execute dynamic state
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lockShown = 0;
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lockSpinDeg= 0.0f;
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masterList = dpl2d_NewDisplayList();
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aimDotList = dpl2d_NewDisplayList();
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@@ -1136,19 +1140,25 @@ BTReticleRenderable::BTReticleRenderable(Entity *entity, Scalar *range_attr)
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dpl2d_ClosePolyline(m);
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dpl2d_PopState(m);
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}
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// bottom-anchor group: a small arc + drop line under the centre
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// COMPASS group (Execute @4ce6e0-4ce7e4 [T1]): [0x278] bottomAnchor holds a
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// rotate(CompassHeading rad->deg) + translate to (botX, botY - 3*tickMajor
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// - 0.03) -- the compass rose (circle + north stem, authored at the origin)
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// spins with the mech heading at the bottom-left of the twist tape. The
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// THREAT trail [0x2e8] draws in the same frame: 0.05-unit direction marks
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// from the compass centre toward recent damage sources (fresh = red, aging
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// = yellow, expired at 6s -- Execute @4ce3e2-4ce6ce [T1]).
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dpl2d_PushState(m);
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dpl2d_CallList(m, bottomAnchor);
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dpl2d_Circle(m, 0.0f, 0.0f, 0.03f, 0); // 0x3cf5c28f-family arc [T3 radius]
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dpl2d_CallList(m, bottomAnchor); // [0x9e] the compass rotate+translate
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dpl2d_Circle(m, 0.0f, 0.0f, 0.03f, 0); // the rose ring [T3 radius]
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dpl2d_OpenLines(m);
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dpl2d_AddPoint(m, 0.0f, -0.04f);
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dpl2d_AddPoint(m, 0.0f, -0.04f); // the north stem
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dpl2d_AddPoint(m, 0.0f, -0.005f);
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dpl2d_CloseLines(m);
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dpl2d_CallList(m, subBA);
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dpl2d_CallList(m, subBA); // [0xba] the threat-direction trail
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dpl2d_PopState(m);
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dpl2d_CallList(m, subB6);
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dpl2d_CallList(m, headingList);
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dpl2d_CallList(m, subB7);
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dpl2d_CallList(m, subB6); // [0xb6] the composed weapon pips
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dpl2d_CallList(m, headingList); // [0x9d] the LOCK-RING SPIN matrix (4 deg/frame)
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dpl2d_CallList(m, subB7); // [0xb7] the lock-ring slot (subB9 when locked)
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dpl2d_End(m);
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dpl2d_Compile(m);
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@@ -1230,14 +1240,24 @@ void
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if (range < minRange) range = minRange;
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if (range > maxRange) range = maxRange;
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Scalar frac = (range - minRange) / (maxRange - minRange);
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Scalar six[6] = { 1, 0, 0, 1, 0, -scaleY * frac };
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// [0x26c] = the range BAR (a line from the ladder TOP down to the caret
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// height) + the caret translate (Execute @4ceb16-4cebf8: AddPoint(originX,
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// originY-scaleY), AddPoint(originX, originY-scaleY*frac), then the
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// SetMatrix(translate(0, -scaleY*frac)) the caret triangles ride).
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dpl2d_Begin(rangeCaretR, 1);
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dpl2d_ConcatMatrix(rangeCaretR, six);
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dpl2d_OpenLines(rangeCaretR);
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dpl2d_AddPoint(rangeCaretR, originX, originY - scaleY);
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dpl2d_AddPoint(rangeCaretR, originX, originY - scaleY * frac);
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dpl2d_CloseLines(rangeCaretR);
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{
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Scalar six[6] = { 1, 0, 0, 1, 0, -scaleY * frac };
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dpl2d_ConcatMatrix(rangeCaretR, six);
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}
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dpl2d_End(rangeCaretR);
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dpl2d_Compile(rangeCaretR);
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// the AIM translate [0x9a] (task #36): the slewed crosshair position, in
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// reticle coordinates (fed by the mouse / stick free-aim in mech4).
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// the AIM translate [0x9a] (Execute @4cde59-4cdedd [T1]: rebuilt on slew
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// move with SetMatrix(translate(reticlePosition))).
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{
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extern float gBTAimX, gBTAimY;
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Scalar t6[6] = { 1, 0, 0, 1, gBTAimX, gBTAimY };
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@@ -1247,32 +1267,182 @@ void
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dpl2d_Compile(aimDotList);
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}
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// the TARGET DESIGNATOR slot [0xa1] (task #36, Reticle::TargetDesignatorOn
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// [T0]): the designated target's projected screen point gets the lock ring
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// (subB9 ring+cross while the crosshair is ON it, subB8 plain ring while
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// designated); off-screen / behind, the edge turn ARROW points the way back.
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// the TORSO-TWIST TAPE carets [0x9c] (Execute @4ce7e5-4cea9a [T1]): the
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// bottom 21-tick tape is the TWIST indicator -- a deflection line from the
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// tape centre plus the over/under carets translated by
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// offset = -/+(span/2) * (RotationOfTorsoHorizontal / twist limit)
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// (attrs 4/5/6: the live twist over the per-side limits; full deflection =
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// the torso hard against its stop). The fixed-torso BLH reads 0 (centred).
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{
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extern int gBTHudLockState; // 0 none / 1 designated / 2 hot
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extern float gBTHudLockWorld[3];
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extern int BTProjectToReticle(const float world[3], float *rx, float *ry);
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extern float gBTHudTwist, gBTHudTwistLimit;
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float off = 0.0f;
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if (gBTHudTwistLimit > 1e-4f)
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{
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off = -(kRetBotSpan * 0.5f) * (gBTHudTwist / gBTHudTwistLimit);
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if (off < -kRetBotSpan * 0.5f) off = -kRetBotSpan * 0.5f;
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if (off > kRetBotSpan * 0.5f) off = kRetBotSpan * 0.5f;
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}
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const float cx = kRetBotX + kRetBotSpan * 0.5f;
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dpl2d_Begin(rangeCaretB, 1);
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dpl2d_OpenLines(rangeCaretB);
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dpl2d_AddPoint(rangeCaretB, cx, kRetBotY);
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dpl2d_AddPoint(rangeCaretB, cx + off, kRetBotY);
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dpl2d_CloseLines(rangeCaretB);
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{
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Scalar t6[6] = { 1, 0, 0, 1, off, 0 };
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dpl2d_ConcatMatrix(rangeCaretB, t6);
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}
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dpl2d_End(rangeCaretB);
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dpl2d_Compile(rangeCaretB);
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}
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// the COMPASS rotate [0x9e] (Execute @4ce6e0-4ce7e4 [T1]): the rose spins
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// by CompassHeading (radians; the binary converts x57.2958 for its degree
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// recorder) and sits at (botX, botY - 3*tickMajor - 0.03).
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{
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extern float gBTHudHeading;
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const float c = (float)cos((double)gBTHudHeading);
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const float s = (float)sin((double)gBTHudHeading);
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Scalar r6[6] = { c, s, -s, c,
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kRetBotX, kRetBotY - 3.0f * kRetTickMajor - 0.03f };
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dpl2d_Begin(bottomAnchor, 1);
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dpl2d_ConcatMatrix(bottomAnchor, r6);
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dpl2d_End(bottomAnchor);
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dpl2d_Compile(bottomAnchor);
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}
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// the THREAT trail [0xba] (Execute @4ce3e2-4ce6ce [T1]): direction marks
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// from the compass centre toward recent damage sources. Each mark is a
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// 0.05-unit line along the (mech-local x,z) attack direction; FRESH marks
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// (< 2s) draw red, aging ones yellow, expired (> 6s) drop.
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{
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extern int BTTakeHudThreats(float out_xz[][2], float out_age[], int max_n);
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float txz[16][2]; float tage[16];
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const int n = BTTakeHudThreats(txz, tage, 16);
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dpl2d_Begin(subBA, 1);
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if (n > 0)
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{
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// stale (yellow) first, then fresh (red) -- the binary's color split
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dpl2d_SetColor(subBA, 0.75f, 0.75f, 0.0f);
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for (int pass = 0; pass < 2; ++pass)
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{
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const int wantFresh = (pass == 1);
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if (pass == 1)
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dpl2d_SetColor(subBA, 0.75f, 0.0f, 0.0f);
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for (int i = 0; i < n; ++i)
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{
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const int isFresh = (tage[i] < 2.0f);
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if (isFresh != wantFresh)
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continue;
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dpl2d_OpenLines(subBA);
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dpl2d_AddPoint(subBA, 0.0f, 0.0f);
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dpl2d_AddPoint(subBA, txz[i][0] * 0.05f, txz[i][1] * 0.05f);
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dpl2d_CloseLines(subBA);
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}
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}
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dpl2d_SetColor(subBA, 0.0f, 0.75f, 0.0f); // restore green
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}
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dpl2d_End(subBA);
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dpl2d_Compile(subBA);
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}
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// the WEAPON PIPS [0xb6] (Execute @4ce2c2-4ce3e1 [T1]): the composed pip
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// list the master calls. Per weapon: skip unless its GROUP is displayed
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// (weaponMode & elementMask low bits); HIDE it when destroyed (attr 1 ==
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// 1); the LIT pip (A) when the fire cycle is LOADED (attr 0x1c == 2, our
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// source: rechargeLevel >= 1), else the dark ring (B, charging). Range
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// plays NO part -- the binary never reads TargetWithinRange here.
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{
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extern int gBTHudGroupMask; // element-mask low bits (0xF = all)
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int dirty = 0;
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for (int i = 0; i < weaponCount; ++i)
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{
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const int destroyed = (simStateAttr[i] != 0 && *simStateAttr[i] == 1);
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const int loaded = (cycleReady[i] != 0 && *cycleReady[i] >= 0.999f);
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if (destroyed != simStateCache[i] || loaded != alarmCache[i])
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{
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simStateCache[i] = destroyed;
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alarmCache[i] = loaded;
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dirty = 1;
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}
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}
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static int s_lastMask = -1;
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if (gBTHudGroupMask != s_lastMask) { s_lastMask = gBTHudGroupMask; dirty = 1; }
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if (dirty || !pipsBuilt)
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{
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pipsBuilt = 1;
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dpl2d_Begin(subB6, 1);
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for (int i = 0; i < weaponCount; ++i)
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{
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if ((weaponMode[i] & gBTHudGroupMask) == 0)
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continue; // group not displayed
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if (simStateCache[i])
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continue; // destroyed: no pip at all
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dpl2d_CallList(subB6,
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alarmCache[i] ? pipDisplayListA[i] : pipDisplayListB[i]);
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}
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dpl2d_End(subB6);
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dpl2d_Compile(subB6);
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}
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}
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// the LOCK RING [0xb7] + its SPIN [0x9d] (Execute @4cebf9-4cee54 [T1]):
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// while a target is locked the ring+cross (subB9) draws at the reticle
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// frame centre, spinning 4 degrees per frame; unlocked it clears. (The
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// binary also hangs the PNAMEx.bgf player-name mesh on the 3D marker here
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// -- the 3D marker chain remains deferred.)
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{
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extern int gBTHudLockState;
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const int locked = (gBTHudLockState != 0);
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if (locked != lockShown)
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{
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lockShown = locked;
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dpl2d_Begin(subB7, 1);
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if (locked)
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dpl2d_CallList(subB7, subB9);
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dpl2d_End(subB7);
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dpl2d_Compile(subB7);
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}
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if (locked)
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{
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lockSpinDeg += 4.0f; // per FRAME, the binary's rate
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if (lockSpinDeg >= 360.0f) lockSpinDeg -= 360.0f;
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const float a = lockSpinDeg * 0.0174532925f;
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const float c = (float)cos((double)a), s = (float)sin((double)a);
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Scalar r6[6] = { c, s, -s, c, 0, 0 };
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dpl2d_Begin(headingList, 1);
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dpl2d_ConcatMatrix(headingList, r6);
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dpl2d_End(headingList);
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dpl2d_Compile(headingList);
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}
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}
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// the TARGET HOTBOX / edge arrows [0xa1] (Execute @4cdf6f-4ce28b [T1]):
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// the box is a RECTANGLE hugging the target's projected extents -- x +-4
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// around the hotbox point, +1 above / -11.5 below it (the authored pod
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// mech envelope) -- switching to the left/right edge arrow when both
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// edges pass +-1.6 or the target is behind.
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{
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extern int gBTHudLockState;
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extern float gBTHudLockWorld[3]; // the target's hotbox point (top)
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extern int BTProjectHotBox(const float top[3], float *xl, float *xr,
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float *yt, float *yb, int *side);
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dpl2d_Begin(crossList, 1);
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if (gBTHudLockState != 0)
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{
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float tx = 0.0f, ty = 0.0f;
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const int onScreen = BTProjectToReticle(gBTHudLockWorld, &tx, &ty);
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const float xLimit = 1.55f; // past the ladders = off-screen
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if (onScreen && tx > -xLimit && tx < xLimit && ty > -1.0f && ty < 1.0f)
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float xl, xr, yt, yb; int side;
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if (BTProjectHotBox(gBTHudLockWorld, &xl, &xr, &yt, &yb, &side))
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{
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Scalar d6[6] = { 1, 0, 0, 1, tx, ty };
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dpl2d_PushState(crossList);
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dpl2d_ConcatMatrix(crossList, d6);
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dpl2d_CallList(crossList, (gBTHudLockState == 2) ? subB9 : subB8);
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dpl2d_PopState(crossList);
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dpl2d_OpenPolyline(crossList); // the closed hotbox rectangle
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dpl2d_AddPoint(crossList, xl, yt);
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dpl2d_AddPoint(crossList, xl, yb);
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dpl2d_AddPoint(crossList, xr, yb);
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dpl2d_AddPoint(crossList, xr, yt);
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dpl2d_ClosePolyline(crossList);
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}
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else
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{
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dpl2d_CallList(crossList, (tx < 0.0f) ? leftArrow : rightArrow);
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dpl2d_CallList(crossList, (side < 0) ? leftArrow : rightArrow);
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}
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}
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dpl2d_End(crossList);
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@@ -1280,14 +1450,6 @@ void
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}
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dpl2d_ExecuteList(masterList, device);
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for (int i = 0; i < weaponCount; ++i)
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{
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int inRange = 0;
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if (withinRangePtr[i] != 0) // [0x18c] TargetWithinRange
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inRange = (*withinRangePtr[i] != 0);
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dpl2d_ExecuteList(inRange ? pipDisplayListA[i] : pipDisplayListB[i], device);
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}
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}
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//
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@@ -1338,11 +1500,11 @@ BTReticleRenderable *BTBuildReticle(Entity *mech)
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(int *)wp->WithinRangePtr(),
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wp->PipExtendedRange(),
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r, g, b,
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(int *)wp->SimulationStatePtr(), // attr 0x1c "SimulationState"
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wp->RechargeLevelPtr(), // attr 0x1c analog: loaded when >= 1
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2, 3,
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(int *)wp->SimulationStatePtr(), // attr 1 "SimulationState"
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(int *)wp->SimulationStatePtr(), // attr 1: damage state (1 = destroyed)
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1,
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1 /* front (RearFiring==0 on every BLH weapon) */);
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1 /* Front group (RearFiring==0 on every BLH weapon) */);
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}
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DEBUG_STREAM << "[hud] reticle built: " << gBTReticle->WeaponCount()
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<< " weapon pip(s) registered\n" << std::flush;
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@@ -1352,6 +1514,56 @@ BTReticleRenderable *BTBuildReticle(Entity *mech)
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// the live target-range storage the reticle's caret binds to
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Scalar gBTHudRangeStorage = 0.0f;
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//
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// THREAT trail store (recovered Execute @4ce3e2-4ce6ce): timestamped attack
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// directions pushed on player damage (mech.cpp handler); Draw ages them --
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// fresh < 2s (red), expired > 6s (dropped). World-frame (x,z) directions:
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// they draw inside the compass's rotated frame, so the marks stay
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// world-referenced on the rose like a true compass bearing.
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//
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struct BTHudThreat { float x, z; clock_t born; };
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static BTHudThreat gBTHudThreats[16];
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static int gBTHudThreatCount = 0;
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void BTPushHudThreat(float wx, float wz)
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{
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float len = sqrtf(wx * wx + wz * wz);
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if (len < 1e-4f)
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return;
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if (gBTHudThreatCount >= 16) // drop the oldest
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{
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for (int i = 1; i < 16; ++i)
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gBTHudThreats[i - 1] = gBTHudThreats[i];
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gBTHudThreatCount = 15;
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||||
}
|
||||
BTHudThreat &t = gBTHudThreats[gBTHudThreatCount++];
|
||||
t.x = wx / len;
|
||||
t.z = wz / len;
|
||||
t.born = clock();
|
||||
}
|
||||
|
||||
int BTTakeHudThreats(float out_xz[][2], float out_age[], int max_n)
|
||||
{
|
||||
const clock_t now = clock();
|
||||
int n = 0;
|
||||
for (int i = 0; i < gBTHudThreatCount; ++i)
|
||||
{
|
||||
const float age = (float)(now - gBTHudThreats[i].born) / (float)CLOCKS_PER_SEC;
|
||||
if (age > 6.0f)
|
||||
continue; // expired
|
||||
gBTHudThreats[n] = gBTHudThreats[i]; // compact in place
|
||||
if (n < max_n)
|
||||
{
|
||||
out_xz[n][0] = gBTHudThreats[n].x;
|
||||
out_xz[n][1] = gBTHudThreats[n].z;
|
||||
out_age[n] = age;
|
||||
}
|
||||
++n;
|
||||
}
|
||||
gBTHudThreatCount = n;
|
||||
return (n < max_n) ? n : max_n;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// BTReticleRenderable::AddWeapon
|
||||
@@ -1373,12 +1585,12 @@ void
|
||||
Scalar pip_red, // param_6..8 PipColor
|
||||
Scalar pip_green,
|
||||
Scalar pip_blue,
|
||||
int *alarm_value, // param_9 weapon attr 0x1c
|
||||
int const2, // param_10 (constant 2)
|
||||
int const3, // param_11 (constant 3)
|
||||
Scalar *cycle_ready, // param_9 (port: rechargeLevel)
|
||||
int const2, // param_10 (2 = loaded)
|
||||
int const3, // param_11 (3 = charging)
|
||||
int *sim_state_value, // param_12 weapon attr 1
|
||||
int const1, // param_13 (constant 1)
|
||||
int weapon_mode) // param_14 (1 front / 2 rear)
|
||||
int const1, // param_13 (1 = destroyed)
|
||||
int weapon_mode) // param_14 (group bit)
|
||||
{
|
||||
if (this->weaponCount /* [0x38] */ >= 10)
|
||||
{
|
||||
@@ -1389,16 +1601,17 @@ void
|
||||
|
||||
//
|
||||
// Record this weapon's control state in the parallel arrays -- the exact
|
||||
// store order of @004cdac0 (part_014.c:4827-4837). The binary read the
|
||||
// two attr objects' values at +0x14; the port takes value pointers direct.
|
||||
// store order of @004cdac0 (part_014.c:4827-4837). The caches hold the
|
||||
// pip's DERIVED display flags (loaded / destroyed) for the Execute-style
|
||||
// change detection in Draw.
|
||||
//
|
||||
this->stateConst3[n] /* [0x64+n*4] = param_11 */ = const3;
|
||||
this->stateConst2[n] /* [0x8c+n*4] = param_10 */ = const2;
|
||||
this->stateConst1[n] /* [0xb4+n*4] = param_13 */ = const1;
|
||||
this->alarmAttr[n] /* [0x130+n*4] = param_9 */ = alarm_value;
|
||||
this->alarmCache[n] /* [0xdc+n*4] = *(param_9+0x14) */ = *alarm_value;
|
||||
this->cycleReady[n] /* [0x130+n*4] = param_9 */ = cycle_ready;
|
||||
this->alarmCache[n] /* [0xdc+n*4] */ = (*cycle_ready >= 0.999f);
|
||||
this->simStateAttr[n] /* [0x158+n*4] = param_12 */ = sim_state_value;
|
||||
this->simStateCache[n] /* [0x104+n*4] = *(param_12+0x14) */ = *sim_state_value;
|
||||
this->simStateCache[n] /* [0x104+n*4] */ = (*sim_state_value == const1);
|
||||
this->withinRangePtr[n] /* [0x18c+n*4] = param_4 */ = within_range_value;
|
||||
this->withinRangeCache[n] /* [0x1b4+n*4] = *param_4 */ = *within_range_value;
|
||||
this->weaponMode[n] /* [0x3c+n*4] = param_14 */ = weapon_mode;
|
||||
|
||||
Reference in New Issue
Block a user