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:
arcattack
2026-07-16 13:58:08 -05:00
co-authored by Claude Opus 4.8
parent 0ca7d269d2
commit cc2b109cc8
8 changed files with 104 additions and 16 deletions
+7 -1
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@@ -417,7 +417,13 @@ const HeatSink::IndexEntry
ATTRIBUTE_ENTRY(HeatSink, DegradationPressure, coolantEfficiency), // @0x124
ATTRIBUTE_ENTRY(HeatSink, CoolantMassLeakRate, coolantDraw), // @0x130 (LeakGauge; damage-driven)
ATTRIBUTE_ENTRY(HeatSink, HeatSink, linkedSinks), // @0x164 (Eng linked-sink temp readout)
ATTRIBUTE_ENTRY(HeatSink, ValveSetting, coolantFlowScale) // @0x15C (condenser valve slider @2; init 1.0f)
ATTRIBUTE_ENTRY(HeatSink, ValveSetting, coolantFlowScale), // @0x15C (condenser valve slider @2; init 1.0f)
// (AUDIO_FIDELITY F6) the coolant-leak warning: binary id 12 @0x138 = the
// coolantActive leak flag (binary table @0x50e4c8; watchers match ==1/==0).
// PoweredSubsystem (weapons/sensor/myomers) DERIVES from HeatSink, so this
// single row serves ALL 19 authored leak watchers through the chained
// index -- exactly like the binary (one ReportLeak row in the image).
ATTRIBUTE_ENTRY(HeatSink, ReportLeak, coolantActive) // @0x138 (leak-active hysteresis flag)
};
HeatSink::AttributeIndexSet&
+8
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@@ -369,6 +369,14 @@ inline int
CoolantMassLeakRateAttributeID, // @0x130 coolantDraw (damage-driven leak)
HeatSinkAttributeID, // @0x164 linkedSinks (link to master sink)
ValveSettingAttributeID, // @0x15C coolantFlowScale (condenser valve slider @2)
// (AUDIO_FIDELITY F6) the binary heat attribute table (16-byte rows
// {id, name, off+1, pad} @0x50e438..0x50e4c8, ids 3..12) confirms
// EVERY existing binding above [T1] and adds ReportLeak (id 12) ->
// +0x138 = coolantActive, the INT leak hysteresis flag UpdateCoolant
// (@004adbf8 [0x4e]) drives 1 above draw 0.003 / 0 below 0.0025.
// The authored Logical match watchers (19 subsystems, ==1 Start /
// ==0 Stop of the looped 3-note leak sequence) fire on it directly.
ReportLeakAttributeID,
NextAttributeID
};
private:
+18 -4
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@@ -735,9 +735,13 @@ const Mech::IndexEntry
ATTRIBUTE_ENTRY(Mech, RequestDuckAnimation, attrPad), // 0x33
ATTRIBUTE_ENTRY(Mech, UnstablePercentage, attrPad), // 0x34
ATTRIBUTE_ENTRY(Mech, SuperStop, attrPad), // 0x35
ATTRIBUTE_ENTRY(Mech, IncomingLock, attrPad), // 0x36
// (AUDIO_FIDELITY F7) real missile-alarm backing: binary ids 54/56 @0x3fc/
// 0x400 [T1 table @0x50c0b0/0x50c0d0]; the authored beeper (match 1/0) +
// tempo scale (range 100..800 -> tempo 600..10) read these. Driven by
// Missile::MoveAndCollide via BTReportIncomingMissile (mech4.cpp).
ATTRIBUTE_ENTRY(Mech, IncomingLock, incomingLock), // 0x36
ATTRIBUTE_ENTRY(Mech, DuckState, duckState), // 0x37 (crouch posture, int)
ATTRIBUTE_ENTRY(Mech, DistanceToMissile, attrPad) // 0x38
ATTRIBUTE_ENTRY(Mech, DistanceToMissile, distanceToMissile) // 0x38
};
Mech::AttributeIndexSet&
@@ -850,7 +854,9 @@ Mech::Mech(
mechNameFilter.Initialize(); // FUN_00435a7c(this+0xdb)
masterAlarm = AlarmIndicator(0x21); // FUN_0041b9ec(this+0xe7,0x21)
stateFlags = 0; // Wword(0xff)
maxSpeed = DAT_005209d0; // FLT_MAX -> Wword(0x100)
// (F7 correction) the binary's 0x400 = FLT_MAX init is DistanceToMissile's
// "no missile" far default (attr id 56), NOT a maxSpeed -- the old member
// is retired; distanceToMissile (init below) owns the slot's meaning.
Wword(0x104) = 0;
Wword(0x106).Construct(0); // FUN_004a4d60 (slot member)
Wword(0x10f).LinkTo(this + 0x61); // FUN_00420ea4
@@ -934,6 +940,12 @@ Mech::Mech(
radarLinearPosition = &localOrigin.linearPosition; // map reads the mech's live world position...
radarAngularPosition= &localOrigin.angularPosition; // ...and orientation (pointers into the base origin)
duckState = 0; // not crouching
// (AUDIO_FIDELITY F7) missile alarm: the binary reset writes 0 / FLT_MAX
// (part_012.c:9446-9447; FLT_MAX = "no missile" far default)
incomingLock = 0;
distanceToMissile = FLT_MAX;
incomingLockNext = 0;
distanceToMissileNext = FLT_MAX;
ZeroBlock(this + 0xca, 6); // this[0xca..0xcf] = 0
ZeroBlock(this + 0x153, 6); // this[0x153..0x158] = 0
@@ -1014,7 +1026,9 @@ Mech::Mech(
SetPerformance(PTR_LAB_0050c0f4); // master performance
}
maxSpeed = 0x447a0000; // 1000.0f -> Wword(0x101) (override)
// (F7 correction) the old "maxSpeed = 1000.0f override" here targeted
// Wword(0x101) = +0x404 -- the binary table says that is RadarRange
// (id 47), already initialized as radarRange = 1000.0f above.
Wword(0x102) = 0;
Wword(0x103) = (int)(this + 0x43);
+26 -2
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@@ -723,8 +723,10 @@ protected:
//
protected:
BTVal mechName; // @0x360 this[0xd8] (proxy: .Copy)
Scalar maxSpeed; // @0x400 this[0x100] = FLT_MAX
int stateFlags; // @0x410 this[0x104]
// (F7) `Scalar maxSpeed @0x400` was a MISREAD -- the binary attribute
// table names 0x400 DistanceToMissile (id 56; FLT_MAX = far default);
// the member is retired in favor of distanceToMissile below.
int stateFlags; // @0x410 this[0x104] (binary attr table: RearFiring, id 50)
int throttleState; // @0x4a4 this[0x129] = 2 (initial)
int heatLevel; // @0x518 this[0x146]
int heatCapacity; // @0x51c this[0x147] = 0.6 * heatLevel
@@ -865,6 +867,19 @@ protected:
Point3D *radarLinearPosition; // 0x30 RadarLinearPosition
Quaternion *radarAngularPosition; // 0x31 RadarAngularPosition
int duckState; // 0x37 DuckState (crouch posture)
// (AUDIO_FIDELITY F7) the incoming-missile alarm attributes. Binary
// Mech table [T1]: IncomingLock id 54 @0x3fc (Logical; authored match
// ==1 Start / ==0 Stop of the looped beeper), DistanceToMissile id 56
// @0x400 (Scalar; authored scale maps range 100..800 -> TEMPO 600..10,
// the beep accelerating as the missile closes). The mech reset inits
// them 0 / FLT_MAX (part_012.c:9446-9447); the live writer is in an
// un-exported gap, so the drive is intent-level [T3]: every homing
// Missile reports its target + range per MoveAndCollide tick into the
// *Next accumulators; PerformAndWatch latches them each frame.
int incomingLock; // 0x36 IncomingLock (1 = missile inbound)
Scalar distanceToMissile; // 0x38 DistanceToMissile (FLT_MAX = none)
int incomingLockNext; // accumulator (missiles OR into it)
Scalar distanceToMissileNext; // accumulator (missiles MIN into it)
// --- raw / engine-shim members touched by the ctor slice -------------
void *vtable; // installed Mech vtable ptr
@@ -890,6 +905,15 @@ protected:
public:
int MovementMode() { return (int)GetSimulationState(); }
void SetMovementMode(int m) { SetSimulationState((unsigned)m); }
// (AUDIO_FIDELITY F7) called by each homing Missile per MoveAndCollide
// tick; PerformAndWatch latches the accumulators into the published
// IncomingLock/DistanceToMissile attributes each frame.
void ReportIncomingMissile(Scalar range)
{
incomingLockNext = 1;
if (range < distanceToMissileNext)
distanceToMissileNext = range;
}
// (the members below were and stay PUBLIC -- the recon TUs
// (btplayer/dmgtable/mechmppr/emitter) reach them directly)
int movementFlags;
+25
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@@ -5274,6 +5274,15 @@ void
}
}
// (AUDIO_FIDELITY F7) latch the incoming-missile report accumulated by
// Missile::MoveAndCollide since our last frame, then re-arm. The authored
// beeper matches incomingLock 1/0 and the tempo scale reads the range --
// both polled by ExecuteWatchers below.
incomingLock = incomingLockNext;
distanceToMissile = distanceToMissileNext;
incomingLockNext = 0;
distanceToMissileNext = FLT_MAX;
if (getenv("BT_AUDIO_LOG")) { static int s_wd=0; if ((s_wd++ % 300)==0)
DEBUG_STREAM << "[audio] mech watcher poll: delayed=" << (int)AreWatchersDelayed() << " audioWatchers=" << DebugAudioWatcherCount()
<< " simFlags=0x" << std::hex << (unsigned)simulationFlags << std::dec
@@ -5971,3 +5980,19 @@ void
<< ") rgb=(" << r << "," << g << "," << b << ")" << std::endl;
}
}
//###########################################################################
// BTReportIncomingMissile -- complete-type bridge (F7)
//
// Missile::MoveAndCollide (missile.cpp, forward-declared Mech only) reports
// its target + range each tick; the missile-alarm attributes latch in
// Mech::PerformAndWatch. Seeker targets are always mechs in this game
// (the launcher's lock); null-guarded.
//###########################################################################
void BTReportIncomingMissile(Entity *target, Scalar range)
{
if (target != 0)
{
((Mech *)target)->ReportIncomingMissile(range);
}
}
+4 -6
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@@ -123,16 +123,14 @@ const MechWeapon::IndexEntry
// binary's (layout static_assert-locked); TriggerState stays the streamed
// fire-button binding (id 0x13 PINNED).
//
// The five PADS fill our chain-vs-binary id gap (0x0D..0x11) with valid,
// The PADS fill our chain-vs-binary id gap (now 0x0F..0x11) with valid,
// named, never-bound entries (the binary's own ids here are the powered/
// aux-screen family we don't publish); target = rechargeLevel, harmless.
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 0, "MechWeaponPad0E",
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 0, "MechWeaponPad0F",
(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 1, "MechWeaponPad0F",
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 1, "MechWeaponPad10",
(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 2, "MechWeaponPad10",
(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 3, "MechWeaponPad11",
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + 2, "MechWeaponPad11",
(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
ATTRIBUTE_ENTRY(MechWeapon, PercentDone, rechargeLevel), // 0x12 @0x320
ATTRIBUTE_ENTRY(MechWeapon, TriggerState, fireImpulse), // 0x13 @0x31C
+5 -3
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@@ -184,12 +184,14 @@ class CockpitHud;
// is a latent AV (gotcha #11; the old pinned table survived on
// heap luck -- the renumber reshuffled allocations and it fired
// live in WeaponCluster's "PercentDone" resolve). Pads below fill
// ids 0x0E..0x11 (the mech.cpp attrPad idiom). F15: the base
// ids 0x0F..0x11 (the mech.cpp attrPad idiom). F15: the base
// MechSubsystem now publishes ConfigureActivePress (binary id 2),
// shifting the parent chain end 0x0D -> 0x0E -- which matches the
// binary's own numbering (the old 0x0D chain was one LOW because
// the base attribute was missing). One pad absorbed.
MechWeaponPadFirstAttributeID = 0x0E, // == PoweredSubsystem::NextAttributeID (locked below)
// the base attribute was missing). One pad absorbed. F6: HeatSink
// now publishes ReportLeak (binary id 12) -> 0x0E -> 0x0F; another
// pad absorbed (each authentic parent attr closes the gap by one).
MechWeaponPadFirstAttributeID = 0x0F, // == PoweredSubsystem::NextAttributeID (locked below)
PercentDoneAttributeID = 0x12, // @0x320 rechargeLevel
TriggerStateAttributeID, // 0x13 @0x31C (PINNED -- the fire-button binding)
DistanceToTargetAttributeID, // 0x14 @0x324 rangeToTarget
+11
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@@ -219,6 +219,17 @@ void Missile::MoveAndCollide(Scalar time_slice)
if (thruster != 0)
thruster->MissileThrusterSimulation(time_slice); // bleed burnTimeRemaining
// (AUDIO_FIDELITY F7) report the threat to the homing target: the mech's
// IncomingLock/DistanceToMissile attributes (binary @0x3fc/0x400) drive
// the authored missile-alarm beeper whose TEMPO rises as we close.
if (seeker != 0 && seeker->targetEntity != 0 && (simulationFlags & 1) == 0)
{
extern void BTReportIncomingMissile(Entity *target, Scalar range);
Vector3D to_target;
to_target.Subtract(seeker->targetPosition, localOrigin.linearPosition);
BTReportIncomingMissile(seeker->targetEntity, to_target.Length());
}
// --- guidance: build steering toward the Seeker's lead point ----------
Vector3D forward;
GetForward(forward); // FUN_0040d150(.., +0x100)