# MECHDMG.CPP — Mech::DamageZone (hull zone armor economy + destruction cascade) **Status: RECONSTRUCTED (5.3.17) — streamed ctor, TakeDamage cascade, LOD router, CriticalHit, SendSubsystemDamage, RecurseSegmentTable all live and fight-verified. Remaining staged bits listed at the bottom.** ## The header is AUTHENTIC `CODE/BT/BT/MECHDMG.HPP` (06/05/95 JM) **survives in the archive** and wins the include path (`$C/BT` precedes `$S/BT`), so this TU compiles against the real 1995 interface: `MechCriticalSubsystem` with a `SlotOf` plug and **Scalar** criticalWeight, `Logical` zone flags, `TableOf*,int>` redirectTable, `SlotOf parentArtifactZone`. Only the .CPP is a reconstruction. (A from-scratch staged header was written and then DELETED the same session once the survivor was found — do not resurrect it.) ## Why this TU exists at wave 5.3.16 (the bring-up crash) `Entity::Entity` (engine, ENTITY.CPP:1032) only reads the zone COUNT from the type-0x14 DamageZoneStream and allocates the raw `damageZones[count]` POINTER array — **it never constructs the zones**. The derived entity must fill the slots itself (CulturalIcon = the surviving engine reference, CULTURAL.CPP:349; the Mech = binary Pass 3, FUN_004a1674). Two crashes taught this: 1. Unfilled slots are heap garbage → the FIRST TakeDamageMessage dispatched at a mech called through a trash vtable (exception 0E, EIP inside the heap). 2. Filling with the engine BASE `::DamageZone` streamed ctor parses each zone record SHORT (the BT tail below goes unread) → the stream skews → the next zone's effect-site indices read garbage → `GetSegment()` NULL → `Link::AddToPlug(NULL)` (exception 0E at AddToPlug+9). The class-scope `DamageZone` typedef (= `Mech__DamageZone`) in the authentic mech ctor is the load-bearing signal: mech zones are ALWAYS the subclass. ## The per-zone stream record (type 0x14, after the count word) Engine base part (DAMAGE.CPP:234, authentic order, VERIFIED identical RP↔BT411): `CString name` · per 5 effect-site classes `{int n; n×int segIdx}` (JointedMover owners resolve them via GetSegment; non-jointed read 5 filler ints) · `Scalar defaultArmorPoints` · `Scalar damageScale[5]` · material lists. BT mech tail (this ctor, BT411-verified @0049ce50): `Logical descend, destroySiblings` · `int segmentIndex` · `Logical leftLeg, rightLeg, vital` · `int critCount` · critCount × `{Scalar weight; Scalar damagePct; int rosterIndex}` · `int redirectCount` · redirectCount × `int childZone`. ## The armor economy (BT411 combat-damage.md, binary-verified) - Stream authors armor POINTS; ctor normalizes in place: `scale[type] = 1/(raw[type]×armorPoints)` (cells already `1/armorPoints` pass through, tolerance 1e-4); leg zones halve every type's scale. - Base `DamageZone::TakeDamage` then applies `damageLevel += amount × scale[type]`, clamp [0,1], 1.0 = Burning/Destroyed. - `damageType` indexes the 5 cells DIRECTLY: 0 Collision / 1 Ballistic / 2 Explosive / 3 Laser / 4 Energy. **burstCount is NOT in the formula** — one message = one application (it only feeds gyro bounce + splash falloff). - Live-verified 5.3.16 (two-mech fight): PPC 11.77/hit type 4 (authored 12 × chargeRatio²), ER-M laser 3.43 type 3, SRM 5.83×6 type 2; repeat hits climb linearly; 70-pt leg zones absorb at the halved scale; zones reach 1.0. ## Crit table binding Streamed roster index → `subsystemPlug.Add(GetSubsystem(idx))`, gated MasterInstance + DynamicFlag (binary @0049d0e1 — replicant plugs stay unbound, criticals are master-authoritative) AND NULL-guarded: roster slot 0 (control mapper) installs post-ctor, slot 1 (voltage bus) can be empty, and `Link::AddToPlug` derefs the plug. ## The cascade (5.3.17, all binary-addressed via BT411, fight-verified) - **`TakeDamage` (@0049c690)**: artifact zones (redirect table non-empty) route via `LODDamageRouter`; real zones apply the engine armor model, then refresh their artifact parent (`UpdateLODDamageLevel` = mean of children), roll the special-damage short (Energy hit + a Generator crit pick → `Generator::ForceShort()`, novice-exempt), and drive failure state: a destroyed non-leg zone runs `RecurseSegmentTable`; a destroyed LEG or VITAL zone is the mech kill (statusAlarm level 9 = the @0x714 body-graphic death level; `Mech::IsMechDestroyed()`); half-gone legs set the gimp graphic (right 4 / left 3). The binary's MovementMode(3||4)/IsDisabled gates on the leg branches are STAGED as "not already destroyed" until the gait FSM exists. - **`LODDamageRouter` (@0049c40c)**: same-attacker clustering — reuse the previous child inside [0.25s, 10s] (hysteresis 0.33 — a binary DOUBLE, bytes 1f85eb51b81ed53f); new attacker or stale window re-rolls (`RandomRedirect` @0049c600, uniform over the redirect table). Keyed by `mech->lastInflictingID` (mech+0x43c), latched by the new `Mech::TakeDamageMessageHandler` override. - **`CriticalHit` (@0049ccc4)**: half the damage (cap 1.0) is the critical bite; the rest runs the armor model. Weighted roll over criticalWeight; the pick takes `ApplyDamageAndMeasure` charged against its damagePercentage allotment. (Not yet called by the weapon path — the aimed/critical fire distinction is the reticle wave.) - **`SendSubsystemDamage` (@0049c9a8)**: zone death pins structure 1.0 and pushes each crit entry's UNUSED allotment into the bound subsystem's own zone; 1.0 → `ForceCriticalFailure` (+ mech kill if vital). NOTE: repeat hits on a dead zone re-run the push (the binary is equally unguarded) — contained equipment keeps degrading under continued fire (HUD climbing 0.33→0.67→0.99 in the verification run is this). - **`RecurseSegmentTable` (@0049cad4)**: destruction descent via the ENGINE EntitySegment API (`GetSegment` + `MakeDamageZoneIndexTable` / `MakeChildIndexTable` — heap iterators, caller deletes). SIBS = other zones on the same segment; DESCEND = child segments' zones; recursion guarded by GetGraphicState()!=Destroyed (authentic for siblings; added defensively on children). - **Weapon hard-failure gate**: `ForceCriticalFailure` now also sets `SetSimulationState(DestroyedState)` (MechSubsystem enum from the binary PrintState strings: Destroyed=1 @0050df7f, Exploding=2 @0050df8c) — the `GetSimulationState() == 1` check both weapon FSMs already carried goes live: destroyed weapons fall silent. ## Fight verification (bhk1 vs bhk1, BT_FORCE_ZONE=8 concentrated fire) Zone topology (BT_SKEL_DUMP `[zone]` dump): NO artifact zones in this art (redirect=0 everywhere — matches the 1995 header comment); arms/guns carry DESCEND+SIBS; all torso + leg zones VITAL; legs 70pts (halved scale ✓), searchlights 25pts, utorso 124pts. Verified live: arm (zone 8) driven to 1.0 → SIBS killed the searchlight zone (Searchlight2 + ThermalSight crits destroyed, HUD degrading) → DESCEND killed the gun zone → **PPC_2 + ERMLaser_2 + Condenser6 DESTROYED and the weapons STOP FIRING** (0 shots after both mechs' PPC_2 died; undamaged PPC_1 kept firing); vital-zone kill ([death] MECH KILL on dz_reardtorso) in the random-spread run; PPC Energy hit shorted GeneratorD through the crit plug binding. Dev hooks: BT_FORCE_ZONE=n (pin every SendDamage hit), BT_SPAWN_ENEMY now MUTUAL (the enemy returns fire under BT_FORCE_FIRE). ## Still staged / deferred - `SetGraphicState` override = base pass-through (BT411 found the binary override byte-identical to the base; the destroyed-skin video flip is the render wave). - Declared-not-defined (unreferenced): `ShortAttachedGenerators` (its logic is inlined in TakeDamage per the binary), `UpdateLODDamageLevel` callers beyond TakeDamage, `CreateStreamedDamageZone`, `GetSegmentIndex` (tool side), `Heal`/death-reset family. - The type-0x1e critical-descriptor stream + MechDeathHandler (band descriptors, smoke/burn effects) — render/effects wave. - The cylinder hit-location table (type 0x1d) for unaimed zone -1 hits — the Mech handler currently lets the base drop them (authentic base behavior); reticle/aimed fire is the render wave.