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>