HUD ironing (task #38): authentic Lock producer + simple-X mode
- LOCK rules transcribed from the exported HudSimulation (part_013.c:5619-5634): lock requires a target AND your own HUD host zone damage < 0.75 (_DAT_004b7ec4 -- a shot-up targeting computer drops lock) AND the targeted zone damage < 1.0 (_DAT_004b7ec8; whole-mech target checks zone 0 -- a wreck's dead zone can't re-lock). Box and ring are now separate signals like the binary: gBTHudLockState 1 = target held (hotbox draws), 2 = LOCKED (+ the spinning ring). - SIMPLE-X mode: the ctor's [0x99] minimal-reticle list transcribed (@4689-4705: green +-0.02..0.08 cross on the aim translate); Draw switches master <-> simple X on the PrimaryHudOn element bit (0x20), completing the recovered Execute's state-list logic. - Canopy diagnosis sharpened (open-questions): blx_cop is the torso segment's inside-skeleton mesh enclosing the eye; the black box = the skeleton render branch missing its texture + PUNCH cutout (the canopy windows are punch texels). A rendering-branch task; stays hidden by default. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -113,8 +113,15 @@ and every instrument is now live [T2]:**
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(the weapon-GROUP bits Front/Rear/Left/Right). **Range plays NO part** — Execute never reads
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the stored TargetWithinRange slots.
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- **Lock ring** = subB9 (ring+cross) at frame centre, **SPINNING 4°/frame** while the Lock attr
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(0xA) is up (port: while a target is locked); the binary also hangs the PNAMEx.bgf player-name
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mesh on the 3D marker here (3D chain still deferred).
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(0xA) is up. The Lock PRODUCER is the authentic HudSimulation rule (part_013.c:5619-5634 [T1],
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wired task #38): lock requires a target AND your own HUD's host zone damage < **0.75** (a
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shot-up targeting computer loses lock) AND the targeted zone's damage < **1.0** (whole-mech
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target checks zone 0 — so a wreck's dead zone can't re-lock). The hotbox stays visible without
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lock (box = HotBoxVector, ring = Lock — separate signals). The binary also hangs the PNAMEx.bgf
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player-name mesh on the 3D marker here (3D chain still deferred).
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- **Simple-X mode** (PrimaryHudOn off, mask 0x20): the minimal reticle — a small green cross
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(±0.02..0.08 arms) riding the aim translate (ctor @4689-4705 [T1]) — swapped for the full HUD
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by Draw's state switch.
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- **Target HOTBOX** (attr 0xB HotBoxVector) = a rectangle hugging the projected extents — x±4
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around the hotbox point, +1/−11.5 vertical (K=2.8145 baked projection; the port uses the live
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per-axis projection) — switching to the left/right edge ARROW past ±1.6 or behind.
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@@ -60,16 +60,18 @@ authentic path scoped.
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by the mouse — wire the real channel when pod hardware lands; (c) pre-burial, the pick still
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tests the sinking wreck's collision box at its parked position (pre-existing wreck-targeting
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behavior).
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- **Cockpit HUD leftovers (tasks #35-#37 residue, 2026-07-08)** — the reticle + 7 weapon pips +
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- **Cockpit HUD leftovers (tasks #35-#38 residue, 2026-07-08)** — the reticle + 7 weapon pips +
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ALL the instrument dynamics are LIVE (the Execute @004cdcf0 gap was RECOVERED via capstone
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disasm, task #37 — see [[gauges-hud]] for the full instrument map). Remaining: (a) the
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**blx_cop canopy shell** renders BLACK (untextured/unlit in our inside view) so it's hidden by a
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name filter — `BT_INSIDE_COCKPIT=1` shows it; the authentic look needs its material/lighting
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path; (b) the **3D marker chain** ([0x31c]/[0x320] dpl objects + the PNAME1-8.bgf player-name
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meshes the Execute hangs over the locked target); (c) the "simple X" list [0x264]
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(PrimaryHudOn off — the minimal reticle mode) is built empty in the port; (d) the HUD Lock
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attr's (0xA) own HudSimulation producer (port analog: locked == designated) and the compass
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rotation SIGN are [T3].
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disasm, task #37; the authentic Lock producer + the simple-X mode landed in #38 — see
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[[gauges-hud]] for the full instrument map). Remaining: (a) the **blx_cop canopy shell**: it is
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the torso segment's SkeletonType_A mesh and fully encloses the eye; it renders as a black box
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because the skeleton-branch render path isn't giving it its texture + the PUNCH cutout (the
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canopy WINDOWS are punch texels — with punch live the black pane texels become holes and the
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world shows through the frame). Fix lives in the [[rendering]] skeleton/punch branch, not the
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HUD; hidden by name filter until then (`BT_INSIDE_COCKPIT=1` shows it). (b) the **3D marker
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chain** ([0x31c]/[0x320] dpl objects + the PNAME1-8.bgf player-name meshes over the locked
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target — matters for MP). (c) the compass rotation SIGN is derived-not-verified [T3] (turn
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left → the stem should swing right; flip the sin sign in Draw if footage disagrees).
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- **StatusMessagePool (NULL stub, btstubs.cpp:62)** — the per-player status-message queue.
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BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What
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resolves it: wire the pool + decode `AddStatusMessage @0042e580` + the `Player__StatusMessage`
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