The death/respawn "blue whirlwind" (tsphere) now matches the original cabinet
photo (capture.png): a smooth spinning lavender vortex with a bright core.
Root cause of the long-standing "radial spokes" artifact was NOT the warp code
but a general engine bug: L4D3D::SetTextureScrolling computed its texture-matrix
offset as scrollDelta * absolute_time, which grows unbounded and collapses UV
float precision -> a smooth scrolled cloud shatters into grainy radial steps.
Wrapped with fmodf(..., 1.0f) (identical under REPEAT tiling, full precision).
This also cleans the scrolling bexp beam grit and any other SCROLL material.
Visual reconstruction (verified against the real 45-vtx TSPHERE.BGF bicone,
offline-rasterized then ported):
- view ON-AXIS (eye centred on the throat) + spin in place -> concentric rings
(decomp FUN_00453dc4 does spin-about-local-Z + submit; the port had stubbed it)
- bintA cloud through a WIDE lavender ramp at full contrast (drawn as SKY);
no geometry "bands", no log-polar twist, no off-axis tornado (all discarded)
- tessellate the 12-facet bicone smooth; isotropic + trilinear; ramp baked into
the texture and drawn SELECTARG1(TEXTURE) to avoid double-tinting
Env knobs (BT_WARP_*) default to the verified values; BT_WARP_SELFTEST/SELFSHOT
are an off-by-default visual-verification harness (backbuffer frame dump).
Docs: new context/translocation-warp.md (geometry/material/visual/lifecycle/env);
reconstruction-gotchas.md gains the accumulated-time precision-collapse bug class;
rendering.md / multiplayer.md / decomp-reference.md / CLAUDE.md cross-linked.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
- dpl2d API fully recovered from the binary recorders (@487f34-488630):
opcode model (points/lines/polyline/circle/color/width/matrix/push-pop),
CallList = INLINE include (state persists to caller), centered coordinate
frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework.
- BTReticleRenderable ctor @004cc40c transcribed with the authentic
calibration (originX .35, originY .25, scaleY .5, 0..1200m right range
ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings,
turn arrows); range caret slides from the live target range fed by the
mech4 targeting step (BTSetHudTargetRange).
- Weapon pips: the binary gate is IsDerivedFrom(0x511830 =
MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing
weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL
7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A
(lit, authored PipColor) on TargetWithinRange, else dark ring B.
- AddWeapon @004cdac0 store map corrected to the verified order
(part_014.c:4827-4837); both state attrs are literally named
"SimulationState" (strings @51d526/51d577) -> weapon simulationState.
- Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster
(0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag
table added to context/decomp-reference.md.
- Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary
Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked
in context/open-questions.md with the blx_cop canopy + PNAME pip meshes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Propagate the verified finding (0xBD3 = damage/explosion hub @0x434, NOT the valve/message
gate; the valve/Myomers gates read the owning BTPlayer @mech+0x190) into the topic files that
still carried the old claim: decomp-reference (ClassID row + both offset rows), gauges-hud,
subsystems, open-questions (Myomers coupling), + frontmatter. Graph validates clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Risk-4 investigation (before wiring WAVE 8) found my earlier 'keystone unblocks 4 things'
claim was wrong. Verified from the binary:
- 0xBD3 SubsystemMessageManager = a damage/explosion consolidation hub (ConsolidateAndSendDamage,
weaponExplosions), cached to Mech[0x10d]=0x434, mislabeled 'controlsMapper' in our recon (the
live drive squats there; the real mapper is roster slot 0 via SetMappingSubsystem).
- The valve MoveValve guard (FUN_004ac9c8 ->owner+0x190+0x274) AND the Myomers gate
(FUN_004ad7d4 ->owner+0x190+0x260) read a DIFFERENT object at mech+0x190 (!= 0x434). So 0xBD3
does NOT gate the valve/Myomers/MessageBoard; mech+0x190 (unidentified, no decompiled writer yet)
is the real keystone for those gauge-adjacent routes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>