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>
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id, title, status, source_sections, related_topics, key_terms, open_questions
| id | title | status | source_sections | related_topics | key_terms | open_questions | |||||||||||
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| combat-damage | Combat & Damage — targeting, firing, damage zones, death | established | PROGRESS_LOG.md §10c; docs/HARD_PROBLEMS.md (P5) |
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Combat & Damage
The drive→target→fire→damage→destroy loop. Full detail: docs/PROGRESS_LOG.md §10c; the death/
teardown forensics: docs/HARD_PROBLEMS.md (P5).
No AI — BT is PvP-only (verified, not a recovery gap)
The mission system is NETWORKED and BT never had NPCs/AI. Every mech is driven by a BTPlayer (or a
BTCameraDirector spectator). The BT registry knows only Mech/Projectile/Missile/BTPlayer/BTTeam; no
Bot/Brain/AI class exists; BTL4OPT.EXE has no AI strings. Crusher/Blocker/Runner are RED PLANET
classes, NOT BT. ⇒ a solo mission has no enemy by design; BT_SPAWN_ENEMY is a TEST DUMMY
(uncontrolled Mech). The authentic opponent path is multiplayer. [T1]
Entity spawn + the per-mech gate
Mech::Make(MakeMessage*) (FUN_004a2d48) allocs sizeof(Mech) + runs the ctor; the base Entity
ctor self-registers it (renders + ticks). Mech::PerformAndWatch runs for EVERY mech → gate
player-only logic on this == application->GetViewpointEntity() (else a spawned enemy is driven by
player input). [T1]
Targeting (mech offsets, decomp-reference §3)
mech+0x37c = target world Point3D; mech+0x388 = target Entity* (the HasActiveTarget() gate);
mech+0x38c = targeted sub-zone (−1=whole). Weapons cache hasTarget/targetPoint/muzzlePoint,
refreshed each frame. [T1]
Firing arc + muzzles
There is NO firing-arc field in the binary (Emitter::FireWeapon fires whenever HasActiveTarget) —
the 1995 game got away with it because it was cockpit-only (a beam behind you is off-camera). The
port's external camera exposes it, so the arc is gated on the torso twist range
(Torso::GetHorizontalReach, 0 for the twist-disabled Blackhawk) + a base aim tolerance
(BT_FIRE_ARC, a labeled PORT presentation param). Beams fire from the mech's real gun-port SITE
segments (siterugunport etc.) resolved via GetSegment(name)→segmentToEntity×localToWorld. [T2]
Weapon fire is a PORT reconstruction (the dpl_* beam layer is unported)
Emitter::FireWeapon builds a muzzle→target beam but the dpl_* beam renderable was never ported →
the beam is drawn by BTPushBeam/BTDrawBeams (L4VIDEO — an additive quad / the real ermlaser.bgf
tube with the scrolling bexp grit). Fire rate is decoded-exact (DischargeTime 0.2 + RechargeRate 2.2
per ER-M laser; decomp-reference §5). Flying projectiles (LRM/autocannon) are also a PORT
reconstruction (BTPushProjectile — the 2007 Entity is too small for the binary's raw integrator
offsets). [T2]
Damage delivery + the real damage model
Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&) → target->Dispatch.
Base handler IGNORES zone==−1 (the Mech cylinder-lookup override for unaimed hits is not
reconstructed — send a VALID zone). Mech__DamageZone::TakeDamage → engine armor model (damageLevel += damageAmount*damageScale[type]) → 1.0 = zone destroyed → death. The Mech ctor populates the
inherited damageZones[] from the DamageZoneStream (type 0x14) resource. class Damage{ damageType (Collision/Ballistic/Explosive/Laser/Energy), damageAmount, damageForce, surfaceNormal, impactPoint, burstCount }. Verified: structure climbs, vital zone destroyed → *** TARGET DESTROYED ***. [T2]
Two non-field fixes were needed: message-handler chaining (an unchained set drops TakeDamage
silently) + entity validity (SetValidFlag() on a manually-spawned entity) — see
reconstruction-gotchas §9. [T2]
Death — the wreck STAYS (P5 CLOSED)
A killed mech does NOT disappear — BT death is a STATE transition
(SetGraphicState(DestroyedGraphicState) + death anim + effect/splash), the mech becomes a persistent
WRECK (RP analog: VTV::DeathShutdown). NEVER issue DestroyEntityMessage on death — the
teardown crash was an artifact of forcing a removal the original never does. The actual bug was ONE
thing: an EXPLICIT JointedMover::~JointedMover() in the reconstructed ~Mech ran the whole base-dtor
chain TWICE (the dtor-epilogue rule, reconstruction-gotchas §7) → a double-free of collisionLists
- the segment table. Removing it fixed BOTH the death-row crash AND app-exit crashes. [T2]
Key Relationships
- Weapons/roster: subsystems. Aim source: locomotion (drive/facing). Effects: rendering.
- P5 forensics:
docs/HARD_PROBLEMS.md. Data: decomp-reference §4-5.