Audio Phase 4a (AUDIO_FIDELITY F6/F7): coolant-leak warning + missile alarm
F6 ReportLeak (the largest dead authored block -- 38 of 54 match watchers):
recovered the binary HeatSink attribute table (16-byte {id,name,off+1} rows
@0x50e438..0x50e4c8, ids 3..12) [T1] -- it confirms EVERY existing heat
binding (CurrentTemperature@0x114 .. CoolantMassLeakRate@0x130, HeatSink@
0x164) and adds the one row we never published: ReportLeak (id 12) ->
+0x138 = coolantActive, the INT leak hysteresis flag UpdateCoolant
(@004adbf8) drives 1/0 around draw 0.003/0.0025. PoweredSubsystem derives
from HeatSink, so the single row serves all 19 authored leak watchers
through the chained index, exactly like the binary. MechWeapon's pinned-id
pad absorbed the +1 chain shift (0x0E -> 0x0F, tripwire fired as designed).
F7 IncomingLock/DistanceToMissile (missile alarm): binary Mech table walked
in full (ids 21..56 [T1] -- also settles FootStep@0x394, CollisionSpeed@
0x4B4, UnstablePercentage@0x3F0, ReduceButton@0x340 for the next findings).
IncomingLock id 54 @0x3fc, DistanceToMissile id 56 @0x400; the old
"maxSpeed @0x400 = FLT_MAX" member was a MISREAD of the far default and is
retired (its 1000.0f "override" was RadarRange id 47 @0x404, already
published). Real members + accumulators: Missile::MoveAndCollide reports
target + range each tick (BTReportIncomingMissile bridge); PerformAndWatch
latches per frame. The authored beeper (match 1/0) + range->TEMPO scale
(100..800 -> 600..10, accelerating as the missile closes) read them
unchanged. Drive is intent-level [T3]; init 0/FLT_MAX matches the binary
reset (part_012.c:9446-9447).
Regression (30s): stable; ReportLeak binds real on every subsystem (0 pad
redirects); DistanceToMissile binds with FLT_MAX live; attrnull 41 -> 3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
0ca7d269d2
commit
cc2b109cc8
@@ -417,7 +417,13 @@ const HeatSink::IndexEntry
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ATTRIBUTE_ENTRY(HeatSink, DegradationPressure, coolantEfficiency), // @0x124
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ATTRIBUTE_ENTRY(HeatSink, CoolantMassLeakRate, coolantDraw), // @0x130 (LeakGauge; damage-driven)
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ATTRIBUTE_ENTRY(HeatSink, HeatSink, linkedSinks), // @0x164 (Eng linked-sink temp readout)
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ATTRIBUTE_ENTRY(HeatSink, ValveSetting, coolantFlowScale) // @0x15C (condenser valve slider @2; init 1.0f)
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ATTRIBUTE_ENTRY(HeatSink, ValveSetting, coolantFlowScale), // @0x15C (condenser valve slider @2; init 1.0f)
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// (AUDIO_FIDELITY F6) the coolant-leak warning: binary id 12 @0x138 = the
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// coolantActive leak flag (binary table @0x50e4c8; watchers match ==1/==0).
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// PoweredSubsystem (weapons/sensor/myomers) DERIVES from HeatSink, so this
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// single row serves ALL 19 authored leak watchers through the chained
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// index -- exactly like the binary (one ReportLeak row in the image).
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ATTRIBUTE_ENTRY(HeatSink, ReportLeak, coolantActive) // @0x138 (leak-active hysteresis flag)
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};
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HeatSink::AttributeIndexSet&
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@@ -369,6 +369,14 @@ inline int
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CoolantMassLeakRateAttributeID, // @0x130 coolantDraw (damage-driven leak)
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HeatSinkAttributeID, // @0x164 linkedSinks (link to master sink)
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ValveSettingAttributeID, // @0x15C coolantFlowScale (condenser valve slider @2)
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// (AUDIO_FIDELITY F6) the binary heat attribute table (16-byte rows
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// {id, name, off+1, pad} @0x50e438..0x50e4c8, ids 3..12) confirms
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// EVERY existing binding above [T1] and adds ReportLeak (id 12) ->
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// +0x138 = coolantActive, the INT leak hysteresis flag UpdateCoolant
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// (@004adbf8 [0x4e]) drives 1 above draw 0.003 / 0 below 0.0025.
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// The authored Logical match watchers (19 subsystems, ==1 Start /
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// ==0 Stop of the looped 3-note leak sequence) fire on it directly.
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ReportLeakAttributeID,
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NextAttributeID
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};
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private:
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@@ -735,9 +735,13 @@ const Mech::IndexEntry
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ATTRIBUTE_ENTRY(Mech, RequestDuckAnimation, attrPad), // 0x33
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ATTRIBUTE_ENTRY(Mech, UnstablePercentage, attrPad), // 0x34
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ATTRIBUTE_ENTRY(Mech, SuperStop, attrPad), // 0x35
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ATTRIBUTE_ENTRY(Mech, IncomingLock, attrPad), // 0x36
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// (AUDIO_FIDELITY F7) real missile-alarm backing: binary ids 54/56 @0x3fc/
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// 0x400 [T1 table @0x50c0b0/0x50c0d0]; the authored beeper (match 1/0) +
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// tempo scale (range 100..800 -> tempo 600..10) read these. Driven by
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// Missile::MoveAndCollide via BTReportIncomingMissile (mech4.cpp).
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ATTRIBUTE_ENTRY(Mech, IncomingLock, incomingLock), // 0x36
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ATTRIBUTE_ENTRY(Mech, DuckState, duckState), // 0x37 (crouch posture, int)
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ATTRIBUTE_ENTRY(Mech, DistanceToMissile, attrPad) // 0x38
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ATTRIBUTE_ENTRY(Mech, DistanceToMissile, distanceToMissile) // 0x38
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};
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Mech::AttributeIndexSet&
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@@ -850,7 +854,9 @@ Mech::Mech(
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mechNameFilter.Initialize(); // FUN_00435a7c(this+0xdb)
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masterAlarm = AlarmIndicator(0x21); // FUN_0041b9ec(this+0xe7,0x21)
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stateFlags = 0; // Wword(0xff)
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maxSpeed = DAT_005209d0; // FLT_MAX -> Wword(0x100)
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// (F7 correction) the binary's 0x400 = FLT_MAX init is DistanceToMissile's
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// "no missile" far default (attr id 56), NOT a maxSpeed -- the old member
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// is retired; distanceToMissile (init below) owns the slot's meaning.
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Wword(0x104) = 0;
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Wword(0x106).Construct(0); // FUN_004a4d60 (slot member)
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Wword(0x10f).LinkTo(this + 0x61); // FUN_00420ea4
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@@ -934,6 +940,12 @@ Mech::Mech(
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radarLinearPosition = &localOrigin.linearPosition; // map reads the mech's live world position...
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radarAngularPosition= &localOrigin.angularPosition; // ...and orientation (pointers into the base origin)
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duckState = 0; // not crouching
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// (AUDIO_FIDELITY F7) missile alarm: the binary reset writes 0 / FLT_MAX
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// (part_012.c:9446-9447; FLT_MAX = "no missile" far default)
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incomingLock = 0;
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distanceToMissile = FLT_MAX;
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incomingLockNext = 0;
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distanceToMissileNext = FLT_MAX;
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ZeroBlock(this + 0xca, 6); // this[0xca..0xcf] = 0
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ZeroBlock(this + 0x153, 6); // this[0x153..0x158] = 0
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@@ -1014,7 +1026,9 @@ Mech::Mech(
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SetPerformance(PTR_LAB_0050c0f4); // master performance
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}
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maxSpeed = 0x447a0000; // 1000.0f -> Wword(0x101) (override)
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// (F7 correction) the old "maxSpeed = 1000.0f override" here targeted
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// Wword(0x101) = +0x404 -- the binary table says that is RadarRange
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// (id 47), already initialized as radarRange = 1000.0f above.
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Wword(0x102) = 0;
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Wword(0x103) = (int)(this + 0x43);
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@@ -723,8 +723,10 @@ protected:
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//
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protected:
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BTVal mechName; // @0x360 this[0xd8] (proxy: .Copy)
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Scalar maxSpeed; // @0x400 this[0x100] = FLT_MAX
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int stateFlags; // @0x410 this[0x104]
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// (F7) `Scalar maxSpeed @0x400` was a MISREAD -- the binary attribute
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// table names 0x400 DistanceToMissile (id 56; FLT_MAX = far default);
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// the member is retired in favor of distanceToMissile below.
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int stateFlags; // @0x410 this[0x104] (binary attr table: RearFiring, id 50)
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int throttleState; // @0x4a4 this[0x129] = 2 (initial)
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int heatLevel; // @0x518 this[0x146]
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int heatCapacity; // @0x51c this[0x147] = 0.6 * heatLevel
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@@ -865,6 +867,19 @@ protected:
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Point3D *radarLinearPosition; // 0x30 RadarLinearPosition
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Quaternion *radarAngularPosition; // 0x31 RadarAngularPosition
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int duckState; // 0x37 DuckState (crouch posture)
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// (AUDIO_FIDELITY F7) the incoming-missile alarm attributes. Binary
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// Mech table [T1]: IncomingLock id 54 @0x3fc (Logical; authored match
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// ==1 Start / ==0 Stop of the looped beeper), DistanceToMissile id 56
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// @0x400 (Scalar; authored scale maps range 100..800 -> TEMPO 600..10,
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// the beep accelerating as the missile closes). The mech reset inits
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// them 0 / FLT_MAX (part_012.c:9446-9447); the live writer is in an
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// un-exported gap, so the drive is intent-level [T3]: every homing
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// Missile reports its target + range per MoveAndCollide tick into the
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// *Next accumulators; PerformAndWatch latches them each frame.
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int incomingLock; // 0x36 IncomingLock (1 = missile inbound)
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Scalar distanceToMissile; // 0x38 DistanceToMissile (FLT_MAX = none)
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int incomingLockNext; // accumulator (missiles OR into it)
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Scalar distanceToMissileNext; // accumulator (missiles MIN into it)
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// --- raw / engine-shim members touched by the ctor slice -------------
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void *vtable; // installed Mech vtable ptr
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@@ -890,6 +905,15 @@ protected:
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public:
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int MovementMode() { return (int)GetSimulationState(); }
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void SetMovementMode(int m) { SetSimulationState((unsigned)m); }
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// (AUDIO_FIDELITY F7) called by each homing Missile per MoveAndCollide
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// tick; PerformAndWatch latches the accumulators into the published
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// IncomingLock/DistanceToMissile attributes each frame.
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void ReportIncomingMissile(Scalar range)
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{
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incomingLockNext = 1;
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if (range < distanceToMissileNext)
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distanceToMissileNext = range;
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}
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// (the members below were and stay PUBLIC -- the recon TUs
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// (btplayer/dmgtable/mechmppr/emitter) reach them directly)
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int movementFlags;
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@@ -5274,6 +5274,15 @@ void
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}
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}
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// (AUDIO_FIDELITY F7) latch the incoming-missile report accumulated by
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// Missile::MoveAndCollide since our last frame, then re-arm. The authored
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// beeper matches incomingLock 1/0 and the tempo scale reads the range --
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// both polled by ExecuteWatchers below.
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incomingLock = incomingLockNext;
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distanceToMissile = distanceToMissileNext;
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incomingLockNext = 0;
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distanceToMissileNext = FLT_MAX;
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if (getenv("BT_AUDIO_LOG")) { static int s_wd=0; if ((s_wd++ % 300)==0)
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DEBUG_STREAM << "[audio] mech watcher poll: delayed=" << (int)AreWatchersDelayed() << " audioWatchers=" << DebugAudioWatcherCount()
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<< " simFlags=0x" << std::hex << (unsigned)simulationFlags << std::dec
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@@ -5971,3 +5980,19 @@ void
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<< ") rgb=(" << r << "," << g << "," << b << ")" << std::endl;
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}
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}
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//###########################################################################
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// BTReportIncomingMissile -- complete-type bridge (F7)
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//
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// Missile::MoveAndCollide (missile.cpp, forward-declared Mech only) reports
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// its target + range each tick; the missile-alarm attributes latch in
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// Mech::PerformAndWatch. Seeker targets are always mechs in this game
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// (the launcher's lock); null-guarded.
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//###########################################################################
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void BTReportIncomingMissile(Entity *target, Scalar range)
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{
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if (target != 0)
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{
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((Mech *)target)->ReportIncomingMissile(range);
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}
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}
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@@ -123,16 +123,14 @@ const MechWeapon::IndexEntry
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// binary's (layout static_assert-locked); TriggerState stays the streamed
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// fire-button binding (id 0x13 PINNED).
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//
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// The five PADS fill our chain-vs-binary id gap (0x0D..0x11) with valid,
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// The PADS fill our chain-vs-binary id gap (now 0x0F..0x11) with valid,
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// named, never-bound entries (the binary's own ids here are the powered/
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// aux-screen family we don't publish); target = rechargeLevel, harmless.
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{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 0, "MechWeaponPad0E",
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{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 0, "MechWeaponPad0F",
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(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
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{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 1, "MechWeaponPad0F",
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{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 1, "MechWeaponPad10",
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(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
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{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 2, "MechWeaponPad10",
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(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
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{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 3, "MechWeaponPad11",
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{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 2, "MechWeaponPad11",
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(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
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ATTRIBUTE_ENTRY(MechWeapon, PercentDone, rechargeLevel), // 0x12 @0x320
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ATTRIBUTE_ENTRY(MechWeapon, TriggerState, fireImpulse), // 0x13 @0x31C
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@@ -184,12 +184,14 @@ class CockpitHud;
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// is a latent AV (gotcha #11; the old pinned table survived on
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// heap luck -- the renumber reshuffled allocations and it fired
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// live in WeaponCluster's "PercentDone" resolve). Pads below fill
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// ids 0x0E..0x11 (the mech.cpp attrPad idiom). F15: the base
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// ids 0x0F..0x11 (the mech.cpp attrPad idiom). F15: the base
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// MechSubsystem now publishes ConfigureActivePress (binary id 2),
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// shifting the parent chain end 0x0D -> 0x0E -- which matches the
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// binary's own numbering (the old 0x0D chain was one LOW because
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// the base attribute was missing). One pad absorbed.
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MechWeaponPadFirstAttributeID = 0x0E, // == PoweredSubsystem::NextAttributeID (locked below)
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// the base attribute was missing). One pad absorbed. F6: HeatSink
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// now publishes ReportLeak (binary id 12) -> 0x0E -> 0x0F; another
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// pad absorbed (each authentic parent attr closes the gap by one).
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MechWeaponPadFirstAttributeID = 0x0F, // == PoweredSubsystem::NextAttributeID (locked below)
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PercentDoneAttributeID = 0x12, // @0x320 rechargeLevel
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TriggerStateAttributeID, // 0x13 @0x31C (PINNED -- the fire-button binding)
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DistanceToTargetAttributeID, // 0x14 @0x324 rangeToTarget
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@@ -219,6 +219,17 @@ void Missile::MoveAndCollide(Scalar time_slice)
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if (thruster != 0)
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thruster->MissileThrusterSimulation(time_slice); // bleed burnTimeRemaining
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// (AUDIO_FIDELITY F7) report the threat to the homing target: the mech's
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// IncomingLock/DistanceToMissile attributes (binary @0x3fc/0x400) drive
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// the authored missile-alarm beeper whose TEMPO rises as we close.
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if (seeker != 0 && seeker->targetEntity != 0 && (simulationFlags & 1) == 0)
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{
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extern void BTReportIncomingMissile(Entity *target, Scalar range);
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Vector3D to_target;
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to_target.Subtract(seeker->targetPosition, localOrigin.linearPosition);
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BTReportIncomingMissile(seeker->targetEntity, to_target.Length());
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}
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// --- guidance: build steering toward the Seeker's lead point ----------
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Vector3D forward;
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GetForward(forward); // FUN_0040d150(.., +0x100)
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