Combat: the AUTHENTIC consolidated damage delivery -- TakeDamageStream through the message manager (task #7 tail)
ConsolidateAndSendDamage @0049b784 fully implemented: the beam path submits
into AddDamageMessage; each messmgr tick builds ONE Entity::
TakeDamageStreamMessage (id 0x13; wire-verified 0x34+4+Nx12) with the
common impact record + appended {type, amount, subsystemID} entries and
Dispatches it at the victim -- the T0 handler (ENTITY.cpp:817) re-splits
into per-record TakeDamage; replicants reroute cross-pod. Real
ResolveExplosionID (firing weapon's +0x3E4, guarded) + SubmitExplosion via
the Explosion::Make port; TWO chain-purge bugs fixed (the "iterator dtor
clears it" assumption was wrong -- records re-applied every tick, observed
1->2->3->4 double-counting). @004b9728 identity corrected (SendDamageMessage,
not DrawWeaponPip). Verified solo: 25 clean single-record consolidations ->
kill -> death transition. Residue: weapon-side submission awaits the
damage-economy reconciliation (authored 0.25-scale vs kShotDamage=12).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -35,7 +35,7 @@ Making a base byte-exact GROWS every subclass — they must be re-based TOGETHER
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`static_assert`-locked (the P7 alarm-unification: HeatSink 0x1D0 → PoweredSubsystem 0x31C → MechWeapon
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0x3F0 → Emitter 0x478). [T2]
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## Reconstruction waves (state: 19 of 20 factory cases wired to real classes — only 0xBD3 remains, the MechControlsMapper squatter)
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## Reconstruction waves (state: ALL 20 factory cases wired to real classes — 0xBD3 = the real SubsystemMessageManager since task #7, 2026-07-11; the mapper lives in roster slot 0)
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- **WAVE 1** — HeatableSubsystem re-based onto MechSubsystem (de-shadow cascade).
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- **WAVE 2** — heat family (Condenser/AggregateHeatSink/Reservoir) + HUD + MechTech (un-swap).
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- **WAVE 3** — power bus (Generator/PoweredSubsystem) + Emitter/PPC fire-path (end-to-end fire; heat
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