4.10 reconstruction: real spawn factory path -> Mech ctor frontier

BTPlayer::CreatePlayerVehicle reconstructed (faithful; BT411's BT_SPAWN_XZ/
BT_SPAWN_ENEMY bring-up scaffolding dropped): builds the Mech::MakeMessage from
the mission game-model resource and hands it to MakeAndLinkViewpointEntity.
Mech::Make = new Mech(creation_message); a staged Mech ctor chains the real
JointedMover base (so the model skeleton/segments stream from BTL4.RES) then
Fails.

This validates the entire spawn factory chain live: CreatePlayerVehicle ->
MakeAndLinkViewpointEntity -> registry -> Mech::Make -> new Mech -> JointedMover
base ctor (streams the mech model) -> halts at the Mech ctor (mech.cpp:66).

The Mech ctor (@004a1674, 5690 bytes -- the largest function in the game) plus
the subsystem roster is the next MAJOR milestone, not a brick: it needs the full
1995 Mech member layout derived first (MECH.HPP is still reserved[331]; BT411's
decomp uses raw offset pokes that can't compile fresh), the subsystem class
hierarchy (only GAUSS/PPC/SENSOR survive in the 4.10 archive; the rest are the
measured "917 missing functions"), and the segment-table walk. Plan + scope in
MECH.NOTES.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-19 20:33:15 -05:00
co-authored by Claude Fable 5
parent 956fc57681
commit e610a2a3aa
3 changed files with 166 additions and 7 deletions
+24 -3
View File
@@ -43,10 +43,31 @@ Mech::SharedData
//#############################################################################
//
Mech*
Mech::Make(MakeMessage *)
Mech::Make(MakeMessage *creation_message)
{
return new Mech(creation_message);
}
//
//#############################################################################
// Mech ctor -- the heart of the entity (walks the model segment table and
// instantiates the full subsystem roster: power, heat, weapons, actuators,
// controls, tech, damage zones). This is the largest single function in the
// game and the current reconstruction frontier; see MECH.NOTES.md. Chains to
// the JointedMover base so the skeleton/segments stream before it Fails.
//#############################################################################
//
Mech::Mech(
MakeMessage *creation_message,
SharedData &shared_data
):
JointedMover(creation_message, shared_data)
{
Fail("Mech::Mech -- mech.cpp not yet reconstructed");
}
Mech::~Mech()
{
Fail("Mech::Make -- mech.cpp not yet reconstructed");
return NULL;
}
void