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>
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117 lines
9.2 KiB
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---
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id: open-questions
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title: "Open Questions — deferred systems, unknowns, get-from-Nick"
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status: living
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source_sections: "CLAUDE.md §9; docs/HARD_PROBLEMS.md; per-subsystem deferral notes"
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related_topics: [source-completeness, subsystems, multiplayer, combat-damage, locomotion]
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---
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# Open Questions
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Known unknowns + deliberately-deferred systems. For each: what's known, what's missing, what
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would resolve it, status. Deferred ≠ broken — most are marked-and-guarded stand-ins with the
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authentic path scoped.
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## From Nick (external — gating for some paths)
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- **[GATING] The BT game SOURCE CODE** — the missing implementation `.cpp` (mech, subsystems,
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mapper, HUD, app; see [[source-completeness]]). Without it, Route A (recompile original) is
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impossible; we reconstruct from the binary instead. Likely on a backup/dev drive. Status: OPEN.
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- Confirmation the PodPC image is the complete content master. (Low priority — the runtime
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`BTL4.RES` already has 8 maps + the full mech anim set.) Status: OPEN.
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- Pod specifics for Phase 8: the 7-monitor driver setup, the RIO cockpit I/O protocol, current
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Win10+wrapper pod config. Status: OPEN.
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## Deferred subsystems / feeds (authentic path scoped, marked in code)
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- **0xBD3 SubsystemMessageManager (WAVE 8)** — a per-mech **damage/explosion consolidation hub**
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(`ConsolidateAndSendDamage` Performance @0049b784, `weaponExplosions` queue, `CommonDamageInformation`;
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messmgr.hpp). ctor `FUN_0049bca4` (vtable 0x50b954, installs a Performance → ticks). The factory
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caches it to **`Mech[0x10d]` = byte 0x434**. What wiring it needs: an untangle — our reconstruction
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MISLABELED `Mech[0x10d]` as `controlsMapper` and `mech4`'s live drive reads it as the mapper, so the
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real messmgr can't land there until the drive is re-pointed to the true mapper (**roster slot 0**,
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installed by `SetMappingSubsystem`/`MakeViewpointEntity`; a `MechRIOMapper`). Payoff = authentic
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damage/explosion consolidation (a COMBAT-fidelity improvement) + fixing the mapper/messmgr conflation.
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⚠ **CORRECTION (verified 2026-07):** 0xBD3 does NOT gate the valve/Myomers/MessageBoard — those read a
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DIFFERENT object at **`mech+0x190`** (both `FUN_004ac9c8` the valve guard `→+0x274` and `FUN_004ad7d4`
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the Myomers gate `→+0x260` deref `owner+0x190`, which ≠ the 0x434 messmgr cache). The earlier
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"0xBD3 gates 4 things" note was wrong.
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- **✅ `mech+0x190` IDENTIFIED (2026-07): it is the owning `BTPlayer`** (`Mech::GetPlayerLink()`,
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`MECH_OWNING_PLAYER`; ENTITY.h:430). Set by `FUN_0049f624` (the mech↔player bind: `mech+0x190 = player`
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AND `player->playerVehicle(+0x1fc) = mech`), which resolves the player from the mission player registry
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(`app+0x2c+0x54`, `FUN_0041fd18`) by the pilot key. The valve/Myomers "gates" read the owning player's
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fields at `player+0x260` and `player+0x274` (the reconstruction maps this block as `showDamageReceived@0x25c
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/ showKills@0x260 / showDamageInflicted@0x264 / roleClassIndex@0x274` in btplayer.hpp — from the SCORING
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work, so the names may NOT match the gate semantics; the true meaning + the WRITER of `player+0x260/0x274`
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are not yet pinned — part_013.c:4553-4660 is the TorsoSimulation, a different object, not the setter). So
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there is NO new subsystem to build. **The wiring (small):** point `MechSubsystem::IsDamaged()` (`FUN_004ac9c8`, valve
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guard) at `GetPlayerLink()->`(0x274) and `Myomers::OwnerAdvancedDamage()` (`FUN_004ad7d4`) at
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`GetPlayerLink()->`(0x260) — via NAMED members (databinding trap: our BTPlayer layout ≠ binary; do NOT
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raw-read `player+0x260`). ⚠ Resolve first: (a) a naming conflict — `FUN_004ad7d4` is labeled BOTH
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`HeatModelActive` (heat.hpp) AND `OwnerAdvancedDamage` (myomers.cpp); re-verify which body is which; (b)
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the true semantic of `player+0x260/0x274` vs the scoring-derived `showKills`/`roleClassIndex` names. NOTE:
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these are MODE flags — in the basic test mission the inert Myomers / dormant valve is likely AUTHENTIC
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(advanced damage off); wiring makes them RESPOND when a mission enables the mode, not necessarily change
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the basic-mission behavior. The MessageBoard feed is separate (StatusMessagePool, below).
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- **StatusMessagePool (NULL stub, btstubs.cpp:62)** — the per-player status-message queue.
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BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What
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resolves it: wire the pool + decode `AddStatusMessage @0042e580` + the `Player__StatusMessage`
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record ({messageId@+0xc, nameEntity@+0x10}).
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- **Gyroscope (0xBC4)** — layout + joint-I/O reconstructed, but the ctor field-init + the two
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integrators (IntegrateEyeJoint @004b2ec0 / IntegrateBody @004b30ec) are incomplete → writes NaN
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to the root joint. Reverted to a stub. A full subsystem-sim reconstruction (bigger than Torso).
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- **MechControlsMapper look/eyepoint commit** — reconstructed but its offsets collide with declared
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members; arbitrate before enabling (no port consumer yet). The fire-trigger-through-mapper is
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still the `gBTWeaponTrigger` bring-up.
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- **Myomers authentic coupling** — the structural un-stub is INERT (mover feed + heat-gen no-op).
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Real coupling needs the advanced-damage gate (`OwnerAdvancedDamage`/`FUN_004ad7d4` → the owning
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**BTPlayer** `mech+0x190`+0x260, NOT 0xBD3 — see the mech+0x190 item above) + `MoverAttach` routing
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into the LIVE JointedMover (must be reconciled with the gait cutover first).
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- **SeekVoltageGraph** — 4 Seek* attrs unpublished (a cluster-child, not config-called; non-blocking).
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## Locomotion / combat polish (non-gating)
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- Authentic per-mech TURN-RATE constant (currently a bring-up constant rate).
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- Body-callback gimp handlers (states 16-19, targets 0x70b2/0x7161 undecoded → fall back to stand);
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airborne callbacks (`FUN_004a6344`/`FUN_004a7970`).
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- Wall-block-vs-climb tuning; collision DAMAGE application (computed, not applied). **UNBLOCKED 2026-07-08:**
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STEP 6 (cylinder hit-location) now resolves an unaimed impact point → zone, so collision damage can be
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applied through `Mech::TakeDamageMessageHandler` (a zone==−1 hit now resolves instead of dropping). The
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remaining piece is issuing the computed collision Damage into the TakeDamage path (currently computed only).
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- **✅ Cylinder hit-location (STEP 6) — DONE 2026-07-08 [T2].** Built + runtime-verified: the `dmgtable.cpp`
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classes now have real storage + a working `ResolveHit→zone`, the mech ctor loads the type-0x1d table by the
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DamageZoneStream name (`[cyl] table 'bhk1' layers=7`), and `Mech::TakeDamageMessageHandler` resolves
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unaimed (zone==−1) hits before base-routing. Full change list in [[combat-damage]] "STEP 6 COMPLETE". The
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live collision-damage path (zone==−1 → resolve) is now UNBLOCKED. Historical investigation notes retained
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below for provenance.
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**Re-investigated 2026-07 (see [[combat-damage]] for the full algorithm):** the table (height×angle
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grid, resource type 0x1d) IS built (recon `StandingAnimation` @Mech[0x111], but with an EMPTY name → 0 rows,
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because `ResourceFindByName` is a **no-op template stub**). **CORRECTION to the earlier note:** the LOOKUP is
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**exported** [T1] — `FUN_0049eb54` (table height→row) + `FUN_0049e678` (row angle→cell), NOT unexported.
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Only the thin `Mech::TakeDamageMessageHandler` glue (zone==-1 → call the lookup → `damageZones[zone]->TakeDamage`)
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is unexported, and it's fully implied by pieces already reconstructed → no disassembly needed. Remaining:
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6b real `FindByName` (name = the mech's type-0x14 DamageZoneStream name @ResourceDescription+0xc); 6c the 3
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container ctors + the lookup as a `BTCylinderResolveZone` bridge (ground the cell zone-dict stream format vs
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the real .RES bytes); 6d register the handler + verify. Feasible; the only open risk is the cell stream format.
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The earlier-cited `FUN_004a0230`/`FUN_0049ed0c` don't exist.
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- Death: reconstruct `DeathShutdown` (RP `VTV::DeathShutdown` analog) + collapse anim + destroyed
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skin. The wreck-stays behavior we ship is faithful; do NOT issue DestroyEntityMessage on death.
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## Multiplayer (Phase 7 / P6)
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- Cross-pod COMBAT (target a replicant + route damage to the owning master).
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- Replicant GAIT animation (replicants don't animate joints yet — derive from replicated velocity).
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- The pod-LAN config (real IPs, bare-IP pilot entries). The WinSock2 TCP stack (L4NET.CPP) is
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reconstructed + smoke-tested on one box (two instances share a world, movement replicates).
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## Rendering follow-ups (non-blocking)
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- Replacement-LOD selection for NON-additive multi-LOD models (needs the board's hot-spot/
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reference-point semantics; leads: `s_dplobject.lod_ranges[16]/lod_hot_spot`, 0x2047/0x2048).
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- Day/night MATERIAL path priority (BMF/IMG) — infrastructure done, gated `BT_MATPRI` (over-applies
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to shared terrain mats); needs the terrain-material model understood.
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- RGBA4444 alpha (TREE.BSL cutout) decoded but not alpha-tested outside punch batches; VTX/TGA paths.
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## Content build sub-project (low priority)
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- Lab/other-build maps (`des`/`burnt`/`frstrm`) are source-only (`.map` in CONTENT/BT/MAPS/); would
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need compiling into a RES via the DOS `btl4tool.exe`. The 8 RES maps cover testing.
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## Key Relationships
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- Feeds from: every subsystem/render topic (their deferral notes collect here).
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- Gating master: [[source-completeness]] (the missing BT source).
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