Auto-target fire model: firing needs a target, NOT a manual lock/pinpoint (task #40)
Colleague: you fire without a lock, at "nothing." Double-checked the binary: - The weapon fire path is DOUBLY gated on mech+0x388 != 0: EmitterSimulation (FUN_004baa88:7689) only calls FireWeapon with a target, and FireWeapon (FUN_004bace8:7727) wraps its whole body -- including beamFlag(+0x46c)=1 -- in the same check. So no target => no beam, literally (cannot fire into truly empty space). [T1] - BUT a capstone scan of the entire CODE section finds 11 READS of +0x388 and ZERO direct stores: the target is written INDIRECTLY (a message/selector), i.e. AUTO-acquired -- there is no manual lock to fire. The spinning-ring LOCK (HudSimulation 5619-5634) is a separate, stricter state. So the colleague is right that no lock is needed; my port was wrong to gate firing on a pinpoint boresight-on-hull pick. Fix: mech+0x388 = the enemy whenever it is ALIVE (auto-target); firing needs only that. A pinpoint hull hit upgrades the shot to aimed-zone damage + the lock ring; off-hull with the enemy present, the beam converges on centre mass (body hits). Third correction from over-reading the RP-shared Reticle struct (after sticky-lock and mouse-cursor). Verified: BT_AIM="0.5 0.2" (off-hull) -> fires + lands damage (was 0 before); BT_AIM="0 0" (centred) -> HOT-aimed zone hits. KB swept; checkctx CLEAN. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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a8a56c57c9
commit
60ed54e008
+23
-11
@@ -56,17 +56,29 @@ projected through the live per-axis projection; **0 = dead-centre on the fixed-t
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`BT_AIM="x y"` pins it for headless tests) → `BTGetAimRay` (the ACTIVE eye publishes pos+LookAtRH
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basis via `BTSetAimCamera`, the render loop publishes proj._11/_22 + backbuffer dims) →
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`Mech::PickRayHit` (world ray → local frame → `BoundingBox::HitBy` slab test vs the collision
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template's ExtentBox → world hit point) → the entity target slots. The slots MIRROR the pick EACH
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FRAME: locked while the boresight is ON the mech, no target otherwise — **steer to keep the enemy
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under the centred crosshair; that IS the gunnery** (verified: face-to-face spawn → HOT lock;
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`BT_FORCE_TURN` circling → 31 no-target vs 1 HOT). (⚠ Two earlier cuts were wrong and are
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corrected: a STICKY designation — locked forever after first hover, made aim irrelevant; and a
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MOUSE cursor slew — mis-sourced from the RP-shared struct, gave a free cursor the pod never had.
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Both removed.) While locked the impact point = the PICKED hull point → STEP-6 resolves the zone
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under the crosshair (verified: center-aim → head-band zone 13 dominant). The HUD draws the aim
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group at the boresight ([0x9a] translate), the designator hotbox at the target's projected point
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(subB9 hot / subB8 designated, `BTProjectHotBox`/`BTProjectToReticle`), and the edge arrows when
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off-screen/behind. `BT_FIRE_ARC` is now an EXPLICIT OPT-IN presentation clamp (unset = authentic
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template's ExtentBox → world hit point).
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**FIRING NEEDS A TARGET BUT NOT A MANUAL LOCK / PINPOINT AIM (task #40, binary-verified [T1]).**
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The weapon fire path is DOUBLY gated on `mech+0x388 != 0`: `Emitter::EmitterSimulation`
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(`FUN_004baa88` :7689) only calls FireWeapon with a target, AND `Emitter::FireWeapon`
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(`FUN_004bace8` :7727) wraps its ENTIRE body (incl. `beamFlag`=+0x46c=1 :7749) in the same check —
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so **no target ⇒ no beam, ever** (you cannot fire into truly empty space). BUT a capstone scan of
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the whole CODE section finds **11 reads of `+0x388` and ZERO direct stores** — the target is
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written INDIRECTLY (a message/selector via a `this`-pointer), i.e. the game **AUTO-ACQUIRES** the
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target for you; there is no manual "lock to fire." The spinning-ring **LOCK** (HudSimulation
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5619-5634) is a SEPARATE, stricter state layered on top (host-zone < 0.75 damage AND targeted-zone
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< 1.0). **Port model:** `mech+0x388` = the enemy whenever it is ALIVE (`!IsMechDestroyed()`) — the
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pod's auto-target — so firing works freely with the enemy merely present, NO pinpoint needed
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(verified: `BT_AIM="0.5 0.2"` off-hull → fires + lands damage; before this fix off-hull dealt 0).
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A pinpoint hull hit (`PickRayHit` → `hotTarget`) UPGRADES the shot: `mech+0x37c` = the picked hull
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point → STEP-6 resolves the zone under the crosshair (aimed fire; center-aim → head-band zone 13),
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and lights the lock ring. Off-hull, `0x37c` = the target's centre mass (body hits, near-centre
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zone). (⚠ THREE earlier cuts were wrong and are corrected: a STICKY designation — locked forever;
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a MOUSE cursor slew — a free cursor the pod never had; and a PINPOINT-required fire gate — you had
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to boresight the hull exactly to fire at all. All from over-reading the RP-shared `Reticle` struct;
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removed.) The HUD draws the aim group at the boresight ([0x9a] translate), the designator hotbox at
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the target's projected point (subB9 hot / subB8 designated, `BTProjectHotBox`/`BTProjectToReticle`),
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and the edge arrows when off-screen/behind. `BT_FIRE_ARC` is now an EXPLICIT OPT-IN presentation clamp (unset = authentic
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no-arc). The old hardwired lock, the ±30°-default cone, and the projectile path's gEnemyMech
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fallback are all REMOVED. LMB fires lasers / RMB missiles (with SPACE/CTRL). ⚠ A view-selection
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bug was fixed en route: every
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@@ -55,9 +55,12 @@ authentic path scoped.
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pick-ray chain is LIVE (see [[combat-damage]] Targeting for the full port map): the crosshair =
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**torso boresight** (NO free-aim mouse — the pod stick twisted the torso; you steer to aim) →
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pick ray → per-frame lock (boresight ON the mech = locked; off = none) → aimed zone damage +
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designator hotbox; `BT_FIRE_ARC` is opt-in-only now. Residue: (a) the binary's own per-frame
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reticle→mech copy is still in an un-exported gap (our writer follows RETICLE.h + the
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HudSimulation pose derivation [T3 dynamics]); (b) our cockpit view is body-mounted, so on a
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designator hotbox; `BT_FIRE_ARC` is opt-in-only now. Firing needs a target but NOT a manual
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lock/pinpoint — the target is AUTO-acquired (task #40, binary-verified: FireWeapon doubly-gated
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on mech+0x388, but 0x388 has 11 reads / 0 direct stores across CODE → set indirectly). Residue:
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(a) the binary's own per-frame reticle→mech copy + the AUTO-TARGET SELECTOR are still in an
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un-exported gap (a message/selector; our port auto-targets the single living enemy — for MP,
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reconstruct the real multi-target selection: nearest/most-aligned/cycle); (b) our cockpit view is body-mounted, so on a
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TWIST-CAPABLE mech the crosshair should deflect with the torso twist (`BTTwistToReticleX` is
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wired for it) AND the torso should visibly lead the legs — verify on a twist mech when one is
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in play (the BLH is fixed-torso, boresight always centred); (c) pre-burial, the pick still
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@@ -2330,24 +2330,38 @@ void
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if (hotTarget != 0)
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targetReticle.rayIntersection = hotPoint;
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// The target slots MIRROR the pick each frame: you are locked while
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// the crosshair is ON the mech, and not otherwise. (A first cut
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// made the designation STICKY -- once hovered, locked forever -- but
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// that made aim irrelevant after the first acquisition, and the
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// binary's own code treats no-target as a FREQUENT live state: the
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// fire path re-checks 0x388!=0 at every step (part_013.c:7689/7727)
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// and the HUD range feed has a permanent no-target default of 1200
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// (part_013.c:5636). Keeping the crosshair on the enemy IS the
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// gunnery.)
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if (hotTarget != 0)
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// TARGET (mech+0x388) is AUTO-ACQUIRED, not manually locked (task #40,
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// binary-confirmed): the weapon's fire path (Emitter FUN_004baa88 :7689
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// + FireWeapon FUN_004bace8 :7727) is DOUBLY gated on mech+0x388 != 0 --
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// no target, NO beam, ever -- but 0x388 is WRITTEN INDIRECTLY (a
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// disasm scan of the whole CODE section finds 11 reads and ZERO direct
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// stores), i.e. the game AUTO-SELECTS the target for you; you never
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// manually "lock" to fire. The spinning-ring LOCK (HudSimulation
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// 5619-5634) is a SEPARATE, stricter state layered on top. So: 0x388
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// = the enemy whenever it is alive (the pod's auto-target); firing
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// needs only that, NOT a pinpoint boresight hit. A pinpoint hull hit
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// (hotTarget) UPGRADES the shot to aimed-zone damage + the lock ring.
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Entity *autoTarget =
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(gEnemyMech != 0 && !((Mech *)gEnemyMech)->IsMechDestroyed())
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? gEnemyMech : 0;
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if (autoTarget != 0)
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{
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MECH_TARGET_ENTITY(this) = hotTarget;
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MECH_TARGET_ENTITY(this) = autoTarget;
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MECH_TARGET_SUBIDX(this) = -1;
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MECH_TARGET_POS(this) = hotPoint; // the aimed hull point
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if (hotTarget != 0)
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MECH_TARGET_POS(this) = hotPoint; // aimed: the picked hull point
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else
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{
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// no pinpoint pick -> converge on the target's centre mass
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// (the beam still fires; the zone resolves near-centre).
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Point3D cm = ((Mech *)autoTarget)->localOrigin.linearPosition;
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cm.y += kMuzzleHeight;
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MECH_TARGET_POS(this) = cm;
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}
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}
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else
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{
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MECH_TARGET_ENTITY(this) = 0; // crosshair off -> no lock
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MECH_TARGET_ENTITY(this) = 0; // no living enemy -> no target
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MECH_TARGET_SUBIDX(this) = -1;
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}
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}
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@@ -2424,12 +2438,12 @@ void
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{
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gTargetLogAccum = 0.0f;
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DEBUG_STREAM << "[target] aim=(" << gBTAimX << "," << gBTAimY << ")"
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<< (hotTarget != 0 ? " HOT (crosshair on target)"
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: (designated ? " designated (off-crosshair)" : " no target"))
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<< (hotTarget != 0 ? " HOT-aimed (zone under crosshair)"
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: (designated ? " auto-target (fire freely, body hits)" : " no living target"))
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<< " range=" << range
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<< (range <= kWeaponRange ? " IN RANGE" : "")
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<< " [hits=" << gAimHits << " noRay=" << gAimNoRay
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<< " noPick=" << gAimNoPick << "]"
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<< " [aimedHits=" << gAimHits << " noRay=" << gAimNoRay
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<< " offHull=" << gAimNoPick << "]"
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<< "\n" << std::flush;
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gAimHits = 0; gAimNoRay = 0; gAimNoPick = 0;
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}
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