HUD reticle + weapon pips LIVE: dpl2d 2D display-list port (task #35)
- dpl2d API fully recovered from the binary recorders (@487f34-488630): opcode model (points/lines/polyline/circle/color/width/matrix/push-pop), CallList = INLINE include (state persists to caller), centered coordinate frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework. - BTReticleRenderable ctor @004cc40c transcribed with the authentic calibration (originX .35, originY .25, scaleY .5, 0..1200m right range ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings, turn arrows); range caret slides from the live target range fed by the mech4 targeting step (BTSetHudTargetRange). - Weapon pips: the binary gate is IsDerivedFrom(0x511830 = MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL 7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A (lit, authored PipColor) on TargetWithinRange, else dark ring B. - AddWeapon @004cdac0 store map corrected to the verified order (part_014.c:4827-4837); both state attrs are literally named "SimulationState" (strings @51d526/51d577) -> weapon simulationState. - Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster (0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag table added to context/decomp-reference.md. - Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked in context/open-questions.md with the blx_cop canopy + PNAME pip meshes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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1cd8ca1a80
commit
48b17750e5
@@ -389,26 +389,8 @@ BTLightConnection::BTLightConnection(
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Entity *entity, int, dpl_INSTANCE *, int, int *)
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: BTRenderableBase(entity) {}
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//===========================================================================//
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// BTReticleRenderable ctor/dtor/Execute (AddWeapon lives in btl4vid.cpp).
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//---------------------------------------------------------------------------//
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// TODO(bring-up): real ctor @004cc40c builds the reticle 2D display lists.
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//===========================================================================//
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BTReticleRenderable::BTReticleRenderable(
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Entity *entity, int, Reticle **, dpl_VIEW *,
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void *, void *, void *, void *, void *, Scalar, int,
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void *, void *, void *)
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: VideoRenderable(entity, VideoRenderable::Dynamic), weaponCount(0)
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{
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}
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BTReticleRenderable::~BTReticleRenderable()
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{
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}
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void BTReticleRenderable::Execute()
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{
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}
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// (BTReticleRenderable ctor/dtor/Draw now live in btl4vid.cpp -- the real
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// @004cc40c reconstruction replaced the old bring-up stubs here.)
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//===========================================================================//
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// VideoComponent (legacy renderable base) -- declared in L4VIDRND.h but NOT
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