29 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 a9c0d2c854 Combat: FIX splash mis-routed onto the direct victim via the msgmgr (task #62)
User: struck a mech ~4x, still standing -- but the [dmghit] trace showed the
DIRECT victim taking 16 applications for 8 impacts while the intended splash
bystander took 0.  Root cause: BTApplySplashDamage delivered splash through the
shooter's SubsystemMessageManager::AddDamageMessage, which CONSOLIDATES every
damage message of a frame onto the FIRST hit entity (commonDamageInformation.
entityHit, messmgr.cpp:279).  The direct hit registered the primary as the common
entity, so the bystander's splash was consolidated onto the primary too -- the
excluded direct victim took 8 direct + 8 mis-routed splash = 2x, and the real
bystander took nothing.

Fix: deliver splash with a DIRECT e->Dispatch to each victim, matching the T0
source (EXPLODE.cpp:246 target_entity->Dispatch); Dispatch reroutes cross-pod for
a replicant on its own.  Verified (BT_DMG_LOG): 8 impacts -> 8 dmghit on the
direct victim + 8 on the bystander (was 16/0); no death; per-hit 5.83.

KB: combat-damage.md warns not to route splash through the consolidating msgmgr.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 20:10:51 -05:00
arcattackandClaude Opus 4.8 fa0b825b60 Combat: FIX missile direct damage 6x over-application -- damage once per salvo (task #62)
User live regression: missiles killed a mech in ~2 shots ("takes way more than 2
normally"). Root cause -- DamageZone::TakeDamage (arcade @0041e4e0 == WinTesla
DAMAGE.cpp:379) is `damageLevel += amount*scale` and IGNORES burstCount. So the
arcade's ONE cluster Missile per trigger lands its damageAmount EXACTLY ONCE; the
missileCount/burstCount split is cosmetic for zone damage (only gyro-bounce +
splash-falloff read burstCount). The port re-expresses that one cluster as N
flying rounds and was damaging on EVERY round = ~missileCount x too lethal on the
direct hit (mirrors the splash over-application fixed in 145a69f).

Fix (mislanch.cpp FireWeapon): only the salvo-LEAD round (i==0) carries damage
(damageData.damageAmount) AND the cluster splash; the other N-1 rounds are VISUAL
(damage 0) -- the tracer ripple, no extra damage. AC unaffected (one round/shot,
not a cluster).

Verified (BT_DMG_LOG [dmghit] trace): per-hit missile damage = clean 5.83, burst
1, once. Missiles-ONLY (BT_AF_MISSILE now independent of BT_AUTOFIRE), single
enemy, 45s: 8 damaging hits, top zone reaches only 0.18, NO death (was death in
~3 pulls) -- "way more than 2" restored. Earlier test deaths were BT_AUTOFIRE
firing laser+PPC+missiles combined, not missiles alone.

KB: combat-damage.md documents burstCount-ignored + the N-round cluster trap
(direct + splash both once-per-salvo).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 20:01:44 -05:00
arcattackandClaude Opus 4.8 145a69f865 Combat: FIX missile splash over-application -- once per salvo, not per round (task #62)
Live regression: a clustered bystander died in ~2 missile salvos ("suddenly
lethal"). Root cause, not authentic: the arcade fires ONE cluster Missile per
trigger (burstCount=missileCount) doing ONE SplashDamage event with baseBurst =
missileCount, floored at 1 ONCE. The port re-expresses that cluster as N flying
BTProjectile rounds, and task #62 fired splash PER ROUND -- each baseBurst=1,
each floored at 1 -- so the distance floor was applied N times = ~missileCount x
too much splash.

Fix: BTProjectile.splashBurst tags ONLY the salvo-lead round. MissileLauncher::
FireWeapon passes nmiss (the cluster count) on i==0 and 0 on every other round;
the contact + world-impact splash hooks fire only when splashBurst>0, using it as
baseBurst. One splash event per salvo with baseBurst=missileCount -- matches the
single arcade cluster missile. Replicant mirror rounds carry 0 (damage 0 too) so
the master's cross-pod splash isn't doubled. AC unaffected (not a MissileLauncher;
splash_burst defaults 0).

Verified headless (BT_SPAWN_ENEMY=2 clustered rig, 45s): bystander now takes 6
splash events (1/salvo, baseBurst=6) and SURVIVES (was ~2 shots); primary dies to
direct hits in ~3 trigger pulls (36 missiles == single-enemy TTK); AC does not
splash; no crash. Also: BT_SPAWN_ENEMY read as a COUNT (=2 clusters a bystander
within SplashRadius) for eyeballing splash; entity-id logging on [enemy]/[splash].
KB: combat-damage.md documents the N-round cluster trap.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 19:43:50 -05:00
arcattackandClaude Opus 4.8 12fbc023a8 Combat: MISSILE SPLASH DAMAGE -- Explosion::SplashDamage reconstructed (task #62)
Area-of-effect blast on missile detonation, from the T0 source EXPLODE.cpp:50-254
(@0042fad0) + the arcade decomp. Fires on ANY missile impact (world or mech) --
the +0x360 gate sits in the Missile::Perform collision branch (part_013.c:10097).
Only missiles splash; the AC's tracer is not a Missile.

Radius source CORRECTED: it is the ROUND's own GameModel (type-0xf) +0x50, seeded
from the launcher's linked AmmoBin ammoModelFile @0x1e8 (part_013.c:8778) -- NOT
the launcher's ExplosionModelFile (which resolved to 0). Live-resolved radius = 30
for both MP missile launchers; 0 for AC/Emitters.

Burst falloff = baseBurst / dist^exp floored at 1 (arcade 1.25 = decomp 0x3ff40000;
WinTesla EXPLODE.cpp:209 drifted to 1.2f). damageType/amount pass through unchanged;
only burstCount, radial damageForce, and impactPoint are set. Excludes shooter +
direct victim; dist>radius gated; delivered via msgmgr (cross-pod) or Dispatch.

New: BTResolveSplashRadius / BTApplySplashDamage (mech4.cpp), hooked at both the
world-impact and contact detonation paths; BTAmmoRoundModelResource bridge
(ammobin). Env: BT_SPLASH_LOG, BT_SPLASH_TEST (synthetic near-miss), BT_AF_MISSILE
(missile autofire). Verified: near-miss dist=15 -> 1 burst to a bystander; live
missiles detonate + exclude the direct victim; AC does not splash; no crash.

Deferred (T3): per-player enable sub-gate missile+0x360 = BTPlayer+0x264 (writers
read as a per-frame toggle, not a config flag) -- port treats SplashRadius>0 as the
enable. KB: combat-damage.md + open-questions.md updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 19:06:24 -05:00
arcattackandClaude Fable 5 267059ab88 Damage economy RECONCILED: 3 stand-ins fixed, 3 paths confirmed authentic (task #60)
Full 5-path audit of the damage economy vs the decomp (5-finder +
adversarial-verify workflow), resolving the KB self-contradiction the
binary-coverage audit flagged.

CONFIRMED AUTHENTIC as-is (no change needed):
- Energy beam (emitter.cpp): damagePortion = authored DamageAmount x
  (charge/seekV)^2; the ctor x1e7 and fire x1e-7 cancel (_DAT_004bafbc
  dumped from the exe = x87 80-bit 1e-7 exactly).
- Autocannon (projweap.cpp): full authored DamageAmount from resource
  +0x19C delivered unmodified; the 0.0625 at :667 is the shooter's own
  gyro recoil, not the round.
- Zone-armor BASE model: damageLevel += amount x damageScale[type]
  (engine DAMAGE.cpp:379, called mechdmg.cpp:427), legs x0.5, 1.0=dead.

3 STAND-INS FIXED (all byte-verified against the decomp):
- A. mechdmg.cpp:451 -- read the phantom `stance` member (no binary
  offset, zero writers -> perma-0), so the leg-shot-out -> fall/death
  branch was DEAD. Now MovementMode() (mech+0x40, @part_012.c:6910).
- B. mechdmg.cpp:458 -- guarded the leg partial-failure graphic on the
  always-0 IsAirborne() stub where the binary calls IsDisabled()
  (@0049fb54 = movementMode 2||9). On a wreck the binary SUPPRESSES the
  write; the stub let it corrupt graphicAlarm 9->4/3 -- the task-#52
  wreck-graphic bug, now fixed AT SOURCE (was only masked by the
  IsMechDestroyed latch).
- C. mech4.cpp:1551 -- flat kShotDamage=12 fed as the kill-score
  damageAmount (the KB self-contradiction: task #8 claimed it retired,
  but it was live). The score handler @0x4c02e4 derives the whole kill
  award from it, so every kill scored identically regardless of weapon.
  Now lastInflictingDamage -- the real killing-blow magnitude, latched
  in TakeDamageMessageHandler (mech.cpp:624), mirroring the per-hit path
  (mech4.cpp:1207). The phantom `int stance` slot is reused for the new
  Scalar member (size-neutral, no layout shift); init 0 in the ctor.

DEFERRED (task #60-D, documented): the missile CLUSTER model -- the port
fires N flying rounds (net armor total authentic) vs the binary's ONE
missile with a random burstCount cluster roll (loses cluster variance +
single-zone concentration). Blocked on an OPEN decomp semantic (does
burstCount multiply armor or only the gyro kick? settle at FUN_004bef78
-> FUN_004be078 -> EXPLODE.cpp:209-210).

VERIFIED live: clean build; 2-node fight -> clean center-mass kill (no
crash, kills 0->1); [zone-armor] dump confirms per-zone armor 50-140 +
legs x0.5. NB the displayed POINTS score still reads 0 -- a SEPARATE
open gap (scoreAward + role/team/tonnage multipliers unwired); fix C
corrected the damage INPUT to that formula.

KB swept: open-questions.md (self-contradiction resolved + task #60
summary + deferred missile item), combat-damage.md (damageScale is
type-indexed not even/odd; task-#52 source fix; kill-score section),
RECONCILE.md (missile = ONE spawn not N), stale comments in mechweap.cpp
(SendDamageMessage is LIVE), mislanch.hpp, mechdmg.cpp (FUN_0049fb54 =
IsDisabled).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:38:04 -05:00
arcattackandClaude Fable 5 02cdfd6576 Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows.
Three reconstruction fronts closed:

THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up):
- PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered
  Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog
  MIRRORS the watched subsystem's electrical level (+0x278), brownout
  downgrade when gen output <= minVoltage% x rated.  @004b1804 relabeled
  ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong.
- The factory watcher-CONNECT pass reconstructed (vtable slot +0x38,
  @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes):
  watchedLink.Add(roster[watchedSubsystem]) on the master node.  Was the
  SubProxy::Start() no-op -- every watchdog sat at 0 forever.
- MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f =
  permanent brownout) and PowerWatcher's Derivation chains its REAL base
  HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the
  whole Torso/Searchlight/ThermalSight family).
- KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not
  "HeatSink"); the btl4gaug heat-widget gate now tests it via the
  BTIsHeatWatcher bridge.

THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes):
- The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in
  every twist-capable .SKL; the camera + canopy ride the same hinge
  subtree through HingeRenderable's live matrix-stack compose -- ALREADY
  WORKING in the port.  The crosshair stays screen-centered (center IS
  the boresight); the twist reads on the tape carets/compass/radar.
- The real bug was the port's gBTAimX = tan(twist) slew (the falsified
  "body-mounted view" model): the camera already carried the twist, so
  the crosshair counter-slid to hull-forward and the fire ray with it.
  Deleted; the pick ray inherits the twist from the yawing eye basis.
- Two instrumentation traps documented (chase-eye-as-default-camera,
  BT_FORCE_TORSO clobbering real joints -> the hook now only fills
  unresolved ones); an over-correcting explicit eye compose was added on
  those false readings and retired the same day.

CONTROLS + REPLICATION:
- Q/E spring-center on release (the axis is a twist-RATE demand; the old
  hold-deflection model drifted forever); X also zeroes the axis and
  pulses the authentic torso Recenter (@004b6918).  M cycles control
  mode via the real CycleControlMode body.
- Torso update-record DIRECTION fixed: engine truth is Write=serialize /
  Read=apply; @004b6a78 is the READ (was mislabeled Write) and the
  missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C,
  twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD
  -140-degree ghost twist.
- Marching-ghost desync: 4 Standing-case guards zero stale reverse
  cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate).
- Kill credit rerouted to the OBSERVED killer (lastInflictingID ->
  killer's player link) -- kills count, target K/D populates.

KB: subsystems.md (watcher chain), multiplayer.md (record direction),
combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view
re-correction), decomp-reference.md (new addresses + tag fix),
open-questions.md (dead capability-roster loops 2-4, snapshot CD read).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:27:49 -05:00
arcattackandClaude Fable 5 065c114590 Impact-FX FORENSICS wave: the i860 specialfx engine, per-round detonations, the ram economy closed
The "we're off the rails" reinvestigation -- a 5-thread evidence workflow
(logs / PFX data / RES model lists / decomp / port audit) + the i860 firmware
decode, then surgical fixes.  Every claim tiered; the wrong turns are on the
record in the KB alongside the corrections.

THE OLD-STYLE SPECIALFX ENGINE [T1, firmware-decoded from VREND.MNG]:
rebuilt scratchpad/i860dis.py (binutils opcode table); mapped the dispatch
(data+0xdd0c; sfx trigger 0xf040cda0, install 0xf040cdc0, step ~0xf0413698,
instance init 0xf04128d8); decoded the heat model EXACTLY: per 30Hz board
frame h *= cool_a; RGB_ch = h_old*(h_new*cook_ch - 0.25) + 0.25 (K=0.25 =
the ember floor @VA 0xF080; kill at h <= 1e-4 @0xF0A0); alpha fades cool_b
x RAW dt (PER-SECOND -- the x30 scaling made laser hits invisible); 7s cap;
y_off = the kill plane; "variance" is DEAD DATA (binary reads "variance",
INI authors "varience").  The 13 descriptors (PPCHit/LaserHit/MissileHit/
Chunks/Sparks/Fireball...) parse from BTDPL.INI and render via the BTPfx
layer -- heat bursts draw the FIERY sheet (brightness over fire), .PFX keeps
GRAYSCALE (authored colours: DNBOOM orange, DDAM gray).

HIT-PACKAGE CENSUS [T1, RES byte-verified]: ppchit=[8] lzrhit=[9] mghit=[7,11]
canhit=[11] mslhit=[10,12,1023] explode=[6]; all 8 mech death lists identical.
Effect routing corrected in BOTH consumers: <100 = specialfx, >=1000 = psfx.

"SILVER MIST x5" ROOT CAUSE: SHKWAVE.PFX (mslhit's 1023) authors maxIssue=5
relPeriod=0.2 rate=1 -- the ONE file where rate contradicts the window; the
emitter trusted rate -> 5 shells at exactly 1Hz.  Emission rate now always
maxIssue/releasePeriod.

PER-ROUND DETONATIONS [T1 @004bef78]: every missile round spawns its own
ExplosionModelFile at ITS impact (hull + terrain) -- a volley ripples 12
fireballs like the demos; rack-tube launch spread [T3] (GUIDED rounds only --
the slot-0 deflection sent every AFC100 shell 3.4deg left/2.5deg down: the
phantom "4th gold beam"); replicant salvos detonate too (launcher index rides
the visual push).  Missile damage bundles through the shooter's messmgr with
the launcher's subsystemID (mslhit fires at the consolidated point; the
binary's dedup CONFIRMED [T1 @0049b784] -- a workflow agent's per-record
claim REFUTED by direct decomp read).

DAMAGE-BAND SEMANTICS [T1]: MechDeathHandler fires the CURRENT band effect on
any damage rise (the binary's changed-flag coalescing) -- a mauled mech under
fire smokes/burns per hit; bands 3/4 are authored fire plumes.

THE RAM ECONOMY -- CLOSED (3 layers, measured live):
 1. armor = POINTS (every zone: damageScale = 1/armorPoints, armor 50-140;
    the [zone-armor] BT_DMG_LOG dump);
 2. StaticBounce prices rams with authored moverMass ~1.3e6 -> ~59,000 pts
    @10m/s; the binary dispatches it RAW but pod MP dropped it on the local
    replicant (MECH.CPP:986 warns) -- ram damage was NETWORK-INERT; our
    task-#47 replicant forwarding surfaced it as a one-shot.  Port
    normalizes x1e-3 to the point economy [T3];
 3. contact EDGE (ramLastVictim/ramContactLinger): the binary's bounce made
    separation implicit; our gait-derived velocity re-priced full rams at
    60Hz (the respawn explode-loop).  One bump = one hit; pressed = BLOCK.

PLUS: sfx size x0.5 + 1.25m visibility floor + hot-phase occlusion [T3];
particle pool 2048->8192 (missile traffic starved laser bursts -- the
"intermittent effects"); replicant beam aging (a lost beam-END record pinned
a stale beam on forever); UV-variant noise stamps (mask-safe mirror/swap);
no scroll on particle stamps (material-path only); BT_FX_TEST/fxshot.py
self-verification harness ([beam-draw]/[zone-armor]/[collide-tx] telemetry).

KB: rendering.md (specialfx engine + census + closeout), combat-damage.md
(ram economy + band semantics).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 08:14:12 -05:00
arcattackandClaude Fable 5 48c9c8444f Fire VISUALS wave: the authored firesmoke sheet, vertex-alpha effect cards, the case-4 wreck dressing
The "fireballs like the demo vids" arc, decomp/content-grounded end to end,
plus the live-play UX batch verified over the same sessions:

FIRESMOKE SHEET (the PFX fireball fix): every firesmokeN_scr_tex in BTFX.VMF
maps the SAME 64x64 tileable noise image bintA (variants differ only in SCROLL
rate) and firesmoke1_mtl colours it through the "fiery" ramp (0.3,0.1,0.1)->
(0.9,0.7,0.3).  The particle layer now bakes ramp(lum(bintA)) as its sprite
colour (noise detail in alpha) and SCROLLS it at firesmoke1's authored rate
via a texture-transform; the port's radial soft-edge mask moved to a second
CLAMPed stage so the WRAPPED scroll rolls flame through the sprite without
scrolling the edge away.  Old grit x radial bake kept as the no-BINTA fallback.
Impact hits, damage-band smoke and death booms all ride this layer.

AUTHORED TEXTURE SCROLL in the model path: the BMF TEXTURE records carry
SPECIAL " SCROLL u0 v0 du dv" (tag 0x2037); the draw path always supported
per-op scrolling (SetTextureScrolling) but the BGF loader never parsed it, so
every scrolling material rendered frozen.  Wired TexRef -> MatInfo -> batch ->
L4TEXOP.doScroll: the flame cards (flamebig/fire5) now roll fire noise.

VERTEX-ALPHA EFFECT CARDS (the "twisted drill bit of fire" fix): FLAMEBIG's
verts carry authored float RGBA -- white-hot base (1.0,0.99,0.97) -> dark-red
tip fading to alpha -0.2 (the DPL clamp convention).  The loader kept a flat
batch colour and drew it OPAQUE = a solid orange spike.  Corpus sweep: exactly
14 shipped BGFs carry vertex alpha, ALL effect cards (flames, MUZFLASH,
EXDISK_A/B/C, TMST_A/B/C, beam models, DECLOUDS).  Such batches now keep the
authored per-vertex gradient and route to the alpha-blend pass, unlit,
colour = texture x gradient, alpha = the vertex fade; sky objects excluded
(drawAsSky + alphaTest passes NEITHER pass filter -- DECLOUDS stays in the
sky pass).  MUZFLASH/EXDISK render correctly for free when the muzzle-model
work lands.

WRECK DRESSING (the 1996 ExplosionScripts case-4 transcription): pieces spawn
HIDDEN and reveal 0.25s after the boom (the InstanceSwitch delay, behind the
dnboom flash); flamebig hangs over the pile, Y-BILLBOARDED at the camera
(SetOffsetYaw + a camera-pos getter -- the dpl_SetDCSReorientAxes analog);
the MakeDCSFall settle arms at the reveal with the two authored rates (hulk/
debris -0.025 t^2, fires -0.01 t^2 -- the flames ride above the sinking pile
and die with it at burial).  EMPTY-PLACEHOLDER hulk guard: THRDBR.BGF is a
153-byte zero-geometry stub that "loads fine" -- vertex-count check now routes
it to the gendbr fallback (a Thor wreck was invisible).  Hulk content census
recorded: AVADBR==MADDBR==VULDBR geometry (palette-only prefix diffs),
RAPDBR==SNDDBR==STIDBR byte-identical -- wreck variety is materials + the
dressing, not unique piles.

LIVE-PLAY BATCH: muzzle resolve uses the named segmentIndex (raw +0xdc read
was layout garbage); forward launch frame (authored MuzzleVelocity +Z vs the
mech's -Z facing); dock-bottom single window (gauge strip appended below the
world viewport, 1100x600 default, BT_DEV_GAUGES_WINDOW=1 restores the separate
window); portrait sec surface unrotated CW; ammo counters live via typed
bridges (BTAmmoBinCountPtr/BTAmmoBinFeeding/BTWeaponAmmoBin -- raw bin+0x180
and a hand-rolled link walk were garbage); fourth fire key ('4' = Pinky);
panel/arc probes de-aliased (%61 prime).

KB: rendering.md (vertex-alpha card family + scroll), combat-damage.md (hulk
census + THRDBR stub), gauges-hud.md (ammo bridges).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 20:04:29 -05:00
arcattackandClaude Fable 5 bb795e2805 MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified:

COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity
per contact and ProcessCollisionList walks EVERY touched solid per frame; with
2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a
walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy).
Fix: frameEntryWorldVelocity restore per contact (damage always priced at the
real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes
the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry.
Gotcha #16 (engine-facility drift class).

MISSILES: peer-visible salvos (the launcher record extension carries a salvo
counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone
never serialized), the authentic arc (authored MuzzleVelocity vector + the
Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78),
world-impact bursts (rounds detonate on cave geometry instead of phasing
through), contact-only damage (flight-cap expiry = fizzle, no more teleport
damage), live re-lead, and ballistic (unguided) shells for autocannons.
projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6
corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded.

RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244
is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation
(never the translation); worldToView now Invert(view) built rotation-first.
CulturalIcons sorted out of the moving grid (the phantom red pips were map
props), visible-radius culls on all three draw passes, live pip verified at
|delta| x ppm px.  Gotcha #17 (verify the FUN_ body, not its call shape).

WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means
FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X
lamps, the panel look, the children enable and the ready-lamp gate (which had
NEVER executed).  Polarity chain corrected end-to-end (failedState, fed by real
damage saturation).  Root cause of the freezes: MFD page-mode gating -- the dev
composite shows ALL pages at once, so off-page dials legitimately stopped; under
BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio
untouched).  The SEH gauge guard now names its kills; repaint-heal resets the
incremental arc after panel repaints; [panel]/[arc] probes added.

COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole
Player__StatusMessage queue; wired the binary's one producer -- the kill branch,
victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS
counted via the observed-death tally (each node scores every pilot from locally
observed events, the same model as the KILLS credit) and the -2/-1 engine seed
clamped for display.

DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480,
true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering,
BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar
(first second-chassis live outing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 17:24:15 -05:00
arcattackandClaude Fable 5 001ca16af9 KB: crit-propagation landing recorded (task #2)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:11:21 -05:00
arcattackandClaude Fable 5 e8b9f71025 KB: task #1 landings -- update-record channel DONE, movementMode=simulationState identification swept
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 11:40:44 -05:00
arcattackandClaude Fable 5 3c34ae6de6 KB: full staleness audit + sweep -- 35 verified corrections across 16 topics, 15 new glossary terms
Adversarially-verified audit (18 agents) against the task #46-#56 landings:
MP/current-state understatements, superseded punch readings, retired env
gates, dead paths, line-cite drift; env-gate hub table completed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:56:51 -05:00
arcattackandClaude Opus 4.8 83b3f31957 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>
2026-07-09 20:26:55 -05:00
arcattackandClaude Fable 5 305c928923 Death effects dispatch at the victim's death transition (task #42)
User report: enemy takes hits, starts smoking, then beams pass through
-- no more damage, no death. Root cause: the death-effects dispatch
(blhdead explosion chain + wreck swap + KILL score) lived in the
SHOOTER's laser fire block kill check. A missile killing blow lands
frames later in BTUpdateProjectiles -- outside that block -- and after
task #41 the boresight pick skips a dead mech, so the fire block never
ran against it again: the death chain was silently skipped, leaving an
internally-dead, smoking, standing, invulnerable mech.

Fix: the dispatch moved to the VICTIM's own once-per-death transition
(UpdateDeathState's movementMode->9 moment) -- fires exactly once for
ANY kill source (laser, missile, collision). Killer id for the
Explosion message = lastInflictingID (the task-#31 bookkeeping). The
BT_ENABLE_TEARDOWN cdb harness was removed with the old block (findings
preserved in docs/HARD_PROBLEMS.md).

Verified headless (75s soak, missile-heavy kill): destroyed ->
'blhdead' id=22 -> wreck swap 'blhdbr.bgf' -> smoke re-arm -> sink ->
buried INERT; post-death picks fall through to terrain; 0 crashes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:21:03 -05:00
arcattackandClaude Fable 5 e30a61a62f World-pick targeting: 0x388 = whatever is downrange -- mech, terrain, or nothing (task #41)
User video evidence (lasers firing at nothing) + the colleague's
torso-locked report + the binary all reconcile into one model:

The boresight pick hits the WORLD, and the target slot mech+0x388 holds
whatever entity is downrange:
- enemy mech under the boresight -> aimed target (hull point -> STEP-6
  zone under the boresight, hotbox + lock ring, damage);
- else the TERRAIN downrange (BTGroundRayHit to 1200) -> the beam and
  missiles fire at the scenery ("firing at nothing", as in the pod
  videos), range caret reads the ground distance (authentic :5639), no
  damage;
- else (sky) -> no target, and the weapon's own double 0x388 gate
  refuses the discharge.

Binary evidence for non-mech targets: HudSimulation :5620 explicitly
handles a target WITHOUT damage zones (target->0x120 == 0) -- dead code
if only mechs were ever targeted. The pick is automatic every frame
(0x388: 11 reads / 0 direct stores in CODE).

Implementation: gBTTerrainEntity captured in MakeEntityRenderables
(Terrain::GetClassDerivations); mech4 pick = enemy PickRayHit else
ground ray -> terrain entity + ground point; damage/hotbox/lock only
for the mech pick; the task-40 enemy auto-converge REMOVED (facing away
now fires at the scenery, not magically at the enemy -- the user's
complaint). Verified all three states headless (BT_AIM 0,0 / .6,.5 /
0,-.8): aimed zone hits / terrain beams + 0 damage / no discharge.

Fourth (and evidence-complete) targeting model iteration; KB updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:06:00 -05:00
arcattackandClaude Fable 5 60ed54e008 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>
2026-07-08 23:49:29 -05:00
arcattackandClaude Fable 5 a8a56c57c9 Targeting correction: reticle = TORSO BORESIGHT, not a free mouse cursor (task #39)
Colleague flagged that targeting is torso-locked with no fine cursor.
Correct: the pod stick's yaw drove the TORSO TWIST
(MechControlsMapper -> HUD::SetFreeAimSlew(stick_x) @cockpit+0x28C,
gated on torso-horizontal-enabled; hud.hpp:167) and reticlePosition
@HUD+0x1FC is COMPUTED by HudSimulation from the mech pose quaternion +
target geometry, zeroed to centre with no target (part_013.c:5680) --
never a free-floating cursor. The engine Reticle struct is general
(shared with Red Planet); BT drives it from the torso boresight.

Fix:
- Removed the mouse-cursor slew (a mis-sourced stand-in from the
  RP-shared struct). The crosshair is now the torso boresight:
  BTTwistToReticleX(torsoTwist) = tan(twist) projected through the live
  per-axis projection. Dead-centre on the fixed-torso BLH
  (TorsoHorizontalEnabled=0); you aim by steering the whole mech.
- BT_AIM="x y" retained as the headless test harness.

Verified: face-to-face spawn -> HOT lock + aimed zone hits (36);
BT_FORCE_TURN circling -> 31 no-target vs 1 HOT (steering off-target
drops the lock, as it must). KB swept (combat-damage / gauges-hud /
open-questions); checkctx CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 23:29:42 -05:00
arcattackandClaude Fable 5 9666dc5b5e Targeting: lock mirrors the pick per frame (sticky designation removed)
The sticky lock made aim irrelevant after the first acquisition (the
crosshair starts on the face-to-face enemy, so it locked at spawn and
never let go -- played as auto-targeting). The binary treats no-target
as a frequent live state (fire path re-checks 0x388!=0 at every step,
part_013.c:7689/7727; HUD range feed has a permanent no-target default,
:5636), so the target slots now mirror the reticle pick each frame:
locked while the crosshair is ON the mech, no lock otherwise. Keeping
the crosshair on the enemy is the gunnery.

Verified headless: BT_AIM="0 0" -> HOT + aimed zone hits; BT_AIM="0.6
0.4" -> no lock, zero damage.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 21:08:08 -05:00
arcattackandClaude Fable 5 d78bde066d Authentic target acquisition LIVE: reticle slew + pick-ray lock + aimed zone damage (task #36)
The engine Reticle model (MUNGA/RETICLE.h [T0]) reconstructed end to end:
- Mech::targetReticle is a real Reticle member bound to the TargetReticle
  attribute (0x1d), per the RP VTV analog (VTV.h targetReticle).
- Crosshair slew: mouse -> client rect -> reticle coords (the pod stick
  free-aim channel's dev-box stand-in); BT_AIM="x y" pins it headless.
  LMB fires lasers / RMB missiles (alongside SPACE/CTRL).
- Pick ray: the ACTIVE eye publishes pos + LookAtRH basis (BTSetAimCamera,
  L4VIDRND view-write site) + the render loop publishes proj._22;
  BTGetAimRay builds the world ray, Mech::PickRayHit slab-tests it against
  the collision template's ExtentBox via the engine's BoundingBox::HitBy
  (local frame; clips the Line at entry) -> world hull point.
- Designation: the mech under the crosshair designates (sticky; re-hover
  refreshes; cleared when the target leaves the roster at burial); the
  entity target slots 0x37c/0x388/0x38c feed the whole weapon path.
- Aimed fire: while HOT the impact point is the PICKED hull point -> the
  STEP-6 cylinder lookup resolves the zone under the crosshair (verified:
  center-aim -> head-band zone 13 dominant). Off-crosshair the sticky
  designation converges on center mass.
- HUD: the aim group draws at the slewed position ([0x9a] translate,
  contained by push/pop); the designator ring tracks the target's
  projected point (subB9 hot / subB8 designated, BTProjectToReticle);
  edge arrows when off-screen/behind.
- AUTHENTIC gating: no fire arc exists in the binary (FireWeapon fires
  whenever HasActiveTarget, part_013.c:7758) -> BT_FIRE_ARC is now an
  explicit OPT-IN presentation clamp; the hardwired gEnemyMech lock and
  the projectile path's gEnemyMech fallback are removed.
- Fixed en route: every renderable rebuild stomped mCamera back to the
  chase eye (start-inside silently lost the cockpit camera; the aim feed
  exposed it). BTL4VideoRenderer::mViewInside persists the chosen view.

Verified headless: BT_AIM="0 0" -> HOT lock, pick hits the hull face at
exact range, aimed zones resolve; BT_AIM="0.8 0.3" -> no lock, zero
damage, zero missile launches; kill chain completes to wreck + smoke.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:57:11 -05:00
arcattackandClaude Fable 5 6988821525 KB: authentic targeting model recovered (Reticle pick-ray, RETICLE.h [T0])
The engine Reticle struct (the mech's "TargetReticle" attribute) is the
acquisition chain: slewable screen-space crosshair -> pick-ray -> the
entity + damage zone under it become mech+0x388/0x38c, the intersection
point mech+0x37c. Convergence-on-lock is authentic (FireWeapon has no
aim test); targetWithinRange = dist < (1-damage) x weaponRange
(FUN_004b9bdc). Port acquisition is a bring-up stand-in (hardwired lock
+ BT_FIRE_ARC cone) -> tracked as the next combat-fidelity step.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:23:24 -05:00
arcattackandClaude Fable 5 c0fa6bf21a Death = the burning WRECK-HULK swap (effect 104) -- the authentic chain, reconstructed
The user was right: a dead mech turns into a pile of wreckage.  The authentic
1995 chain, recovered end-to-end:

  kill -> the victim's per-mech DEATH ModelList ('blhdead'/'lokdead'/'owndead'/
  'thrdead', .RES ids 22-25) -> its authored effects: 104 (the WRECK script) +
  1007 (dnboom big explosion) + 1001 (ddthsmk rubble smoke plume) + a damage-
  smoke burst (3/4/5/15).

Effect 104 = ExplosionScripts case 4 (part_008.c:2663, LIVE in the 1996 binary;
the "disabled" warning is case 6): loads the destroyed hulk + flamesml/flamebig
flame meshes with sweep flicker.  Every mech ships its hulk (BLHDBR/MADDBR/
LOKDBR/... + GENDBR generic); the 1996 script hardcoded thrdbr.bgf (dev
shortcut) -- we use the victim's own.

Reconstructed as BTL4VideoRenderer::SwapToWreck: hide every segment mesh, hang
"<prefix>dbr.bgf" on the tree root (pending-swap if death precedes tree build);
routed from the engine's ExplosionClassID dispatch (effect 104 ->
BTSwapMechToWreck(explosion->GetEntityHit())).  The kill now fires the
authentic 'blhdead' resource (manual 7+1 pfx calls removed -- the list carries
1007/1001 itself).  Verified live:
  [death] firing authentic death list 'blhdead' id=22
     ** effect_number = 104
  [BTrender] wreck swap: victim -> 'blhdbr.bgf'

Follow-ups noted: mesh flames + hulk settle (cosmetic), DeathSplash.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 15:43:08 -05:00
arcattackandClaude Fable 5 d9254736ab Death is a FREEZE, not a collapse -- fall-latch vestige proven; band-effect impact frames
Task #32 (death collapse animation) resolved by decomp evidence -- BT 4.11 has
NO collapse animation; the movementMode 5-8 fall latch (clips 0x1c-0x1f) is an
engine-lineage vestige:
  (1) the clip-table loader FUN_004a80d4 fills slots 0x00-0x1b + 0x20 (bmp
      knockdown) and returns -- slots 0x1c-0x1f are never written;
  (2) mech+0x63c..0x648 appear in NO exported function;
  (3) no fall clip exists in the shipped 27-clip set;
  (4) firing the latch would bind resource id 0 -- a StaticAudioStream -- as
      keyframes.
Authentic death modes are the FREEZE modes (IsDestroyed == mode 2||9), so
UpdateDeathState now settles straight to 9 (was a [T3] mode-5 guess that would
trip the garbage latch in the binary).  The death READ = freeze + dnboom +
ddthsmk smoke plume + destroyed skins + shutdown; the wreck stands.

Also: damage-band effects orient toward the ATTACKER (impact frame) via
lastInflictingID -- which was declared but never written (recon gap); now
maintained by Mech::TakeDamageMessageHandler, unblocking the DamageZone LOD
same-attacker redirect too.

KB corrected + proofs recorded (combat-damage "Death SEQUENCE", open-questions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:50:12 -05:00
arcattackandClaude Fable 5 a3d67cc639 Combat visible + killable: Wword root-cause fix, .PFX effect layer, RemakeEntity swap
The 'can't kill the enemy / no visible damage' cluster, root-caused and fixed
faithfully:

- STEP-6 unaimed path was INERT: the cylinder table was 'cached' at Wword(0x111)
  -- the recon ABSORBER bank (stores nothing, reads 0) -- so every unaimed hit
  silently no-op'd.  Promoted to the named member Mech::damageLookupTable
  (binary this[0x111], was mislabeled ammoExpended).  New gotcha class recorded
  (reconstruction-gotchas §2) + sweep; 2 dead multiplayer branches logged.

- Fire path migrated off the stale vital-zone aim onto the completed STEP-6
  unaimed dispatch (zone=-1 + beam entry point -> cylinder resolves the
  exterior zone).  No more invisible 1-shot kills; death via the authentic
  cascade (~14 center-mass hits).  Wreck stays TARGETED on kill (beams stop on
  it); scoring latches off.

- SendSubsystemDamage AV fixed: unbound critical-subsystem plug guard (43
  unbound plugs/mech logged as an open question -- the binding itself is a gap).

- RemakeEntity (render damage swap): the 1996 render state machine's missing
  Remake state, reconstructed as an in-place SetDrawObj mesh swap keyed by each
  segment's damage-zone graphic state (tree dtor doesn't cascade -> never
  rebuild).  Destroyed arms/guns visibly wreck (the only variants the RES
  registers).

- BT .PFX particle layer (L4VIDEO.cpp): the 1995 explosion/damage effect layer,
  unported since 2007 (DPLIndependantEffect/ReadPSFX/ExplosionScripts all
  stubs).  Parses the authentic VIDEO/*.PFX definitions via the [pfx_day]
  psfxN mapping; premultiplied blending renders BOTH families from the same
  data (additive-style fire + occluding smoke -- DDAM2 is 30% grey, DDTHSMK
  ramps negative: impossible additively); depth-sorted billboards with a
  radial-masked grit sprite; impact-frame orientation (.PFX offsets are
  authored mech-local, -Z = out of the struck armor toward the shooter) for
  weapon hits AND damage bands (via lastInflictingID, now maintained -- was
  declared but never written).  Both effect-number encodings route (raw dpl
  <100 + WinTesla 1000+slot carried by the band resources).  Death fires the
  authentic dnboom (7) + ddthsmk smoke plume (1).

- Effects anchor at the impact point / damaged zone's segment, not the mech
  origin (no more fire at the feet).

- Dev force-input gates BT_AUTOFIRE / BT_AUTODRIVE for headless fire-chain
  verification; BT_PFX_ADD=1 flips the particle blend for A/B.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:43:32 -05:00
arcattackandClaude Opus 4.8 a9467481c5 Death-state sequence: collapse + subsystem shutdown + freeze (wreck stays)
Reconstructs the mech DEATH state machine — the un-exported master-perf death
branch (region 0x4a9770-0x4ab188) — from its EXPORTED consumers + the RP
VTV::DeathShutdown analog, wired into the active path (the bring-up drive
override bypasses the authentic Simulate where this normally lives).

Mech::UpdateDeathState() + IsMechDestroyed() (mech4.cpp), called for every mech
early in PerformAndWatch: on a vital kill (graphicAlarm >= 9, raised by the
damage side) it
  1. sets movementMode = 5 -> the collapse clip's one-shot latch in
     AdvanceBodyAnimation (fall direction 5-8 is un-exported -> 5 [T3]);
  2. loops the roster calling Subsystem::DeathShutdown(1) (RP VTV::DeathShutdown
     analog; the base is a no-op virtual, overrides act -- a SHUTDOWN not a
     teardown, so it frees nothing and never removes the entity: the wreck STAYS);
  3. next frame settles to movementMode = 9 -> IsDisabled -> locomotion frozen.
The drive's lone `movementMode = 1` write (mech4.cpp ~1309) is guarded on
!IsMechDestroyed so the death state is not clobbered back to a live gait.

Runtime-verified (forced kill, BT_DEATH_LOG=1):
  [death] mech destroyed -> collapse + subsystem shutdown (wreck stays)
  [death] mech settled -> disabled (IsDisabled=1, frozen wreck)
mech frozen in place, subsystem tick + renderer keep running, no crash, wreck
stays.

Also records the full death-sequence decomp map in combat-damage.md (the
exported consumers: AdvanceLeg/BodyAnimation collapse latch, IsDestroyed, the
MechDeathHandler effect engine; and the un-exported orchestration gap).

Deferred (honest): the visible collapse ANIMATION latch through the active path
(gait SM shows state=0 post-death; spawned mechs don't advance body anim);
MechDeathHandler (FUN_0042a984/FUN_0042aa2c -- the exported per-subsystem
destroyed-skin + explosion engine, still a stub) for death explosions; the
whole-mech DeathSplash radius damage (un-exported).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:30:34 -05:00
arcattackandClaude Opus 4.8 d07ac7dd49 STEP 6 COMPLETE: cylinder hit-location LIVE — unaimed hits resolve to zones
The Mech per-impact hit-location resolver (the cylinder damage table) is now
functional, wired, and runtime-verified [T2].  Unaimed (zone==-1) hits — the
collision-damage path — now resolve an impact point to a damage zone via the
authentic height x angle grid + weighted dice roll, instead of dropping.

dmgtable.cpp/.hpp was a non-functional skeleton on no-op ReconTable/stream
shims; backed it with real std::vector storage and fixed 5 latent runtime bugs:
  - ReadEntries now consumes the leading cell name-string ([i32 len][len+1])
  - PieSlice ctor reads rotateWithTorso into the correct member
  - SelectSlice direct-indexes (was int lookup on a float-keyed table)
  - ResolveHit returns the zone (chains SelectSlice -> SelectZone)
  - real MemoryStream::ReadBytes (was a variadic no-op)

mech.cpp ctor: replaced the empty-name StandingAnimation stub with the real
load — FindResourceDescription(dzRes->resourceName, type 0x1d) -> stream ->
new DamageLookupTable, cached at mech[0x111]; ~Mech deletes it.

Mech::TakeDamageMessageHandler override registered (MESSAGE_ENTRY overlays
Entity's by ID): on invalidDamageZone, resolve via the table then base-route;
aimed reticle hits pass through unchanged.

Three named accessors (no databinding-trap raw reads): WorldToLocal
(localToWorld.MultiplyByInverse), CylinderReferenceHeight (standingTemplateMaxY
== collisionTemplate->maxY == binary mech+0x2ec[+0xc]), TorsoHeading via a
BTGetTorsoTwist bridge in torso.cpp (Torso::CurrentTwist == torso+0x1d8;
torso.hpp cannot be included into mech.cpp — subsystem-stub collision).

Stream format + geometry + roll + handler were all byte-verified against the
shipped BTL4.RES type-29 resources (18 tables, exact consumption) and the
disassembly (FUN_0049eb54/e678/de14, glue 0x49ed0c, handler @0x4a037a).

Runtime: boots clean, "[cyl] table 'bhk1' layers=7" (exact byte-verified layer
count, found by name), mech spawns + walks, no asserts/AV/0xCDCDCDCD.  Env gate
BT_CYL_LOG=1.  Unblocks collision-damage application.

KB updated (combat-damage.md STEP 6 COMPLETE, open-questions.md marked done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:32:17 -05:00
arcattackandClaude Opus 4.8 33fee712e9 context: STEP-6 content confirmed — DamageLookupTableStream (type 29), 18 present, feasible
The cylinder table resource = type 29 DamageLookupTableStream, 18 in BTL4.RES (one per mech) ->
STEP 6 is FEASIBLE, not content-blocked. Name copied from a sibling resource (local_130+0xc).
RE phase complete; build (containers + handler + load + wire) is the next phase.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:24:43 -05:00
arcattackandClaude Opus 4.8 970d4fbad0 context: STEP-6 cylinder table FULLY reversed (height x angle grid) — build plan
De-risk + format-reversal pass complete. The CylinderDamageZoneTable is a passive nested-list
height x angle grid: TABLE (FUN_0049ea48) -> ROWS-by-height (FUN_0049e740, cell key i*2pi/count,
_DAT_0049e810=6.2831855) -> CELLS-by-angle (FUN_0049deb0) -> zone. All 3 vtables minimal (dtor +
2 Node slots, NO lookup method) -> the lookup is entirely in the unexported
Mech::TakeDamageMessageHandler (handler-set entry, not virtual) = the disassembly target.
Full ctor/dtor/vtable address map + the 4-step build plan recorded in combat-damage.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:20:44 -05:00
arcattackandClaude Opus 4.8 99c3d9d041 context: cylinder hit-location (STEP 6) investigated — accurate structure + addresses
Per the 'correct errors' convention: the cited FUN_004a0230/FUN_0049ed0c don't exist. The real
CylinderDamageZoneTable = a list of 0x30-byte entries (FUN_0049e740) from resource 0x1d; the recon
builds the table (FUN_0049ea48, mislabeled StandingAnimation @Mech[0x111]) with an EMPTY name -> 0
entries -> no-op. The lookup + Mech::TakeDamageMessageHandler override are NOT in the exported decomp
(need disassembly). Recorded in combat-damage + open-questions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:14:39 -05:00
arcattackandClaude Opus 4.8 f914fc040a context-system: complete migration -> CLAUDE.md is now a 160-line router (zero context lost)
Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context
knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads
on-demand instead of every session.

ZERO CONTEXT LOST:
- docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the
  lossless safety net + the "full detail" quick-lookup fallback.
- 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview,
  §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness,
  §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b ->
  reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems,
  render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions).
- reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub.

CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table,
evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime /
T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure.
Retains the load-bearing work directives (build recipe pointer, "keep current" mandate).

Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup +
docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the
detailed logs; context/*.md are the curated digests that route into them.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:19:50 -05:00