mech.cpp shipped an EMPTY, unchained Mech::AttributeIndex (a default-constructed
AttributeIndexSet passed to DefaultData), so Simulation::GetAttributePointer
severed the whole parent chain -> EVERY bare Mech gauge binding (LinearSpeed /
MaxRunSpeed / DuckState / RadarRange / ...) resolved to NullAttribute.
Add the Mech AttributeID enum (full binary set 0x15..0x38, VA 0x50be84) + a
Mech::AttributePointers[] table + Mech::GetAttributeIndex() chained to
JointedMover::GetAttributeIndex(), and change DefaultData to pass it.
DENSE-TABLE HAZARD (systemic): AttributeIndexSet::Build (SIMULATE.cpp:565) sizes
the built index to max(id) and Find (SIMULATE.cpp:663) strcmps EVERY slot, and
Build does NOT zero gap slots -> an unpublished id between the parent's
NextAttributeID and the max published id holds a garbage entryName -> AV on the
next name lookup. So the table is a DENSE PREFIX 0x15..0x21 (JointedMover's
NextAttributeID through LinearSpeed): the ids the BLH cockpit doesn't bind
(collision/eyepoint/reticle/footstep/anim-state) point at one shared read-only
attrPad member; CurrentSpeed/MaxRunSpeed bind to the existing gait members
legCycleSpeed/reverseStrideLength; LinearSpeed binds a new linearSpeed member
populated each frame in PerformAndWatch (|adv|/dt = forward ground speed). Ids
0x22..0x38 stay declared in the enum for later extension (RadarRange/DuckState
when the map/duck widgets land) but are NOT published yet. New members appended
to Mech's own region (no locked base/gait offset shifts); inited in the ctor.
Verified live (BT_DEV_GAUGES + drive): the radar-surface SPEED readout
(numericSpeed(LinearSpeed), a base engine primitive already drawing NULL) now
shows 225 (~63 u/s in the widget's display units) instead of 0, tracking the
mech's motion. Heat surface CurrentTemperature=77 un-regressed. Combat un-
regressed (TARGET DESTROYED after 8 hits), 0 attribute-not-found, and Mech
construction + attribute-index build is heap-clean under BT_HEAPCHECK.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>