Whirlwind respawn: authentic death->drop-zone->recreate cycle (task #52)
Death transition (mech4) now dispatches VehicleDead(-1) to the owning player; BTPlayer::VehicleDeadMessageHandler restructured to the authentic @004c05c4 three-way branch: -1 = death bookkeeping + sever playerVehicle (wreck stays) + 5s re-post; >=0 = engine drop-zone hunt -> DropZoneReply -> CreatePlayerVehicle (new mech); -2 = the acquire probe. Guarded on a DropZones group so a zone-less mission stays dead instead of aborting. Three latent bugs the respawn path exposed, all fixed: - IsMechDestroyed latched on graphicAlarm>=9 alone; a later leg hit on the wreck rewrites the alarm to 4/3, un-latching -> the death transition re-ran (double kill/score, abort). Now latches on movementMode 2||9. - Score handlers dereferenced the severed playerVehicle during the dead window; guarded. - The console score flush routed a NetworkClient::Message through the player's Entity::Dispatch, which stamps entityID past the smaller struct -> /RTC1 stack overflow. Sent via application->SendMessage instead. - Renderer LoadMission re-entry (per viewpoint-make) re-read the env INI; its light block Fail'd on stale sceneLightCount. Reset it in DPLReadEnvironment so the respawn's second read is clean. Verified 2-node self-drive: B killed repeatedly by A respawns each time (wreck stays), ticks + reloads + takes fresh damage on the new mech, no abort/hang across multiple death->respawn cycles. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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83b3f31957
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@@ -182,15 +182,42 @@ transition, HUD all landed since P6): console egg → mesh → RunningMission on
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wreck SWAP does appear on the killer's screen, but the death SINK/burial does not (the collapse+
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burial runs only in the owning pod's death transition). Fix path: transcribe the recovered
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Mech-level WriteUpdateRecord death/knockdown record types (5/6 — disasm preserved, task #51).
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3b. **Respawn cycle** (task #52): a dead player currently stays dead (and pre-gate could ghost-drive
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the wreck — fixed: the drive input zeroes on IsMechDestroyed, input-only so the collapse still
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plays). The authentic respawn (user recollection: a BLUE WHIRLWIND recovers the dead mech, then a
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re-drop) — scouting: no whirlwind strings in the exe; BTL4.RES type-12 `*int.scp` = per-mech INTRO
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(arrival/drop) scripts but they are BINARY ref-records {ver, off, size, refCount, refIds} pointing
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at other resources (not text like the type-13 explosion scripts); `adrop` (id 1994) sits in the
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MAP type (14). The machinery: death detection (BTPlayer) → recovery/drop effect → AssignDropZone →
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Mech::Reset (@0049fb74, the respawn placement — its full subsystem-reset sweep is still a
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bring-up TODO) → roster ResetToInitialState.
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3b. **Respawn cycle** (task #52) — the AUTHENTIC cycle is now reconstructed [T1 @004c05c4 +
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engine PLAYER.cpp]: mech death transition (mech4.cpp) dispatches `VehicleDead` (ctor default
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`deathCount = -1` = the death notification) to `GetPlayerLink()` → `BTPlayer::
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VehicleDeadMessageHandler` (@004c05c4 structure): MissionEnding(state 4) skips all; -1 →
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dedup on deathPending, ++deathCount, debit `scenarioRole` life, sever `playerVehicle`
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(the WRECK entity stays), re-post the same message at **now + 5.0 s** (5.0f @004c0830)
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stamped with deathCount; out of lives → the binary posts msgID 0x18 at +10 s (mission
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review; deferred). deathCount ≥ 0 / -2 with a vehicle in hand = acquired (clears
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deathPending); without one → engine base @0042db80 (PLAYER.cpp:214: closest non-"win"
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DropZone → AssignDropZone → 2s re-post probe) → DropZoneReply → CreatePlayerVehicle (a NEW
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mech; `deathCount = 0`) + viewpoint relink (Verify(viewpointEntity==NULL) is compiled out at
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DEBUG_LEVEL 0 — release overwrites, same as the 1995 build). @0049fe0c = roster-wide
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slot-11 DeathShutdown broadcast (the death transition already runs that pass).
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CORRECTIONS to the earlier scouting: BTL4.RES **type 12 = InternalAudioStream** (the engine's
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own resource-type table) — `*int.scp` are internal-AUDIO scripts, NOT per-mech intro scripts;
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and `adrop` (id 1994) is a **type-14 MakeMessageStream** = the map's four DropZone make
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records (0xE0 each: classID 3, origin, facing, name "two"/"three"/…), i.e. the respawn
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infrastructure, not a whirlwind. The whirlwind/recovery VISUAL remains unfound: no
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whirlwind/tornado/vortex-named asset in BTL4.RES (ModelList/VideoModel/GameModel/Animation
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sweeps) and no vortex-like .PFX; still open. Mech::Reset (@0049fb74) full subsystem-reset
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sweep is still a bring-up TODO.
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**Three respawn bugs found + fixed on the way (all [T2], 2-node force-damage verified):**
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(i) **death-latch un-latch** — `IsMechDestroyed` tested `graphicAlarm>=9` alone; a later leg hit
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on the wreck rewrites the alarm to 4/3, un-latching → the death transition RE-RAN (double kill,
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double `VehicleDead(-1)`). Fixed to latch on `movementMode 2||9` (see combat-damage.md
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"Death-latch correction"). (ii) **score into severed vehicle** — `BTPlayer::ScoreMessageHandler`
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/ `ScoreInflictedMessageHandler` deref `playerVehicle` unguarded; during the 5s dead window it is
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0 → guard added (apply the award, skip the vehicle response). (iii) **renderer LoadMission
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re-entry** — the KILLER bug: `MakeAndLinkViewpointEntity` (APP.cpp:1265) calls
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`videoRenderer->LoadMission` on EVERY viewpoint-make, so the respawn re-runs
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`DPLReadEnvironment`→`DPLReadINIPage`; its light block `Fail`s ("All lights must be defined on a
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single INI page") because `sceneLightCount` was never reset between reads (ctor-only init). Fixed
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in L4VIDEO.cpp `DPLReadEnvironment`: tear down the prior mission's `sceneLight[]` +
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`sceneLightCount=0` before re-reading (the per-page invariant is intra-read only). This is a
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PORT-layer re-entrancy gap in the 2007 renderer, not BT logic. Caught via cdb `bp ucrtbased!abort`
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— a `Fail`/`Check` is an abort() MessageBox, not an AV, so `sxe av` misses it.
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4. ✅ **Cross-pod beam visuals — DONE (task #51, 2026-07-09).** The keepalive theory needed one
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correction: `FUN_0041c350` = (a) queue the LOCAL deferred beam-effect callback (@0x4bac0c) on the
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app+0x34 manager (our per-weapon render walk plays that role) AND (b) set the subsystem DIRTY bit —
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