# MECHWEAP.CPP / .HPP — reconstruction notes `MechWeapon` (: PoweredSubsystem) is the weapon base: PPC/GaussRifle bind it via Emitter, the SRMs via ProjectileWeapon/MissileLauncher. The resource streams rechargeRate / weaponRange / damage / heatCostToFire (+ pip fields). ## Reconstructed - Statics (ClassDerivations, DefaultData on Subsystem::MessageHandlers/ AttributeIndex), ctor streaming the tuning fields, damageData prime. - **View-fire gating (2026-07-21, the look-commit wave):** real `rearFiring` / `viewFireEnable` members (1995 binary @0x334/@0x3E0) + `IsRearFiring()` / `GetViewFireEnable()` / `SetViewFireEnable()`. The ctor resolves REAR-FIRING authentically (binary ctor tail @004b99a8): the mount SEGMENT site name (`owner->GetSegment(GetSegmentIndex())`) is tested for the 'b' (back) marker — only the back gun ports (`sitelbgunport`/`siterbgunport`) carry it. Spawn state = armed for the forward view. `Mech::CommitLookState` re-arms on every view change (see MECH.NOTES.md increment 7). Verified: the TEST.EGG mech's two rear lasers (ERMLaser_2/3) arm only in LOOK-BACK. ## Fire path (2026-07-21, Phase 5.3.8) - **The authentic attribute table IS published** (binary @0x511890, IDs pinned): PercentDone 0x12 → rechargeLevel, **TriggerState 0x13 → fireImpulse** (the streamed per-mech fire-button mappings bind this ID — the real trigger wiring), DistanceToTarget 0x14, TargetWithinRange 0x15, WeaponRange 0x16 → effectiveRange, EstimatedReadyTime 0x1A, RearFiring 0x1B, WeaponState 0x1C → weaponAlarm. Pads bridge our chain gap 2..0x11 (parents publish nothing yet; they shrink to the authentic 0x0F..0x11 when the mechsub/heat/powersub attribute waves land — SENSOR.HPP pins PoweredSubsystem::NextAttributeID at 0x0F). **Pads are LOAD-BEARING**: AttributeIndexSet::Build leaves uncovered gap slots as UNINITIALIZED GARBAGE (`new IndexEntry[entryCount]`, only inherited + listed entries written), so every ID up to the max must be covered or Find() on a gap ID returns a wild pointer. Pip* (0x17-0x19) are pads → rechargeLevel until the pip members are reconstructed. - **Fire state machine members**: fireImpulse/previousFireImpulse (the trigger sample pair), rechargeLevel, rangeToTarget, effectiveRange, estimatedReadyTime, recoil, weaponAlarm (the state carrier: 0 Firing / 2 Loaded / 3 Loading / 4 trigger-during-load). Spawn = charged + Loaded. - **CheckFireEdge** (@004b9608): rising-edge on fireImpulse comparing BIT PATTERNS as signed ints — TriggerState carries raw ControlsButton ints (+(button+1) press / −(button+1) release); the release bit-pattern is a negative NaN as float, and an IEEE float compare would latch the detector shut after the first release (BT411 task #8). Int compare reproduces the binary's x87 semantics exactly. - **ComputeOutputVoltage** (@004b9c9c): `rechargeLevel = (rechargeRate − recoil) / rechargeRate` — the recharge dial. - **Emitter::EmitterSimulation** (PARTIAL, @004baa88) installed on every non-replicant energy weapon: Firing → discharge countdown → ResetFiringState(Loading); Loaded + trigger edge → viewFireEnable gate → FireWeapon; Loading → recoil decays over the authored RechargeRate seconds → Loaded. Deferred within it: the leading PoweredSubsystemSimulation electrical step, the destroyed/heat-failure/dead-mech hard gates, the TrackSeekVoltage generator charge integration (the partial uses the authored seconds directly), and the HasActiveTarget gate (targeting wave). - **Emitter::FireWeapon** (PARTIAL, @004bace8): discharge bookkeeping (beam countdown re-arm, charge spent, recoil loaded). Deferred: the 0.5·V²·EC energy/damage/heat closed forms (need the electrical model), the heat dump (heat wave), the beam build + Damage submission (targeting + renderer). - Emitter's index re-chained to MechWeapon's (ChargeLevel at the authentic 0x1D past the table end); Emitter::DefaultData now binds MechWeapon::MessageHandlers. - DEV hook `BT_FORCE_FIRE=1`: pulses the trigger whenever a weapon is Loaded → every armed weapon auto-fires at its authored cadence. **VERIFIED headlessly**: forward view — PPC_1/2 + ERMLaser_1 cycle FIRED→LOADED→FIRED at the authored 0.6 s discharge / 1 s recharge, rear lasers silent; `BT_FORCE_LOOK=3` (look-behind) — ONLY ERMLaser_2/3 fire. The full view-fire × fire-FSM interlock holds in both directions. Zero Fail. (SRM6s are MissileLaunchers — the ballistic ProjectileWeaponSimulation is a later increment.) ## Ballistic fire path (2026-07-21, Phase 5.3.9) - **ProjectileWeaponSimulation** (PARTIAL, binary @004bbd04 — FULLY RECOVERED in the BT411 RE) installed on every non-replicant ballistic weapon. The authentic FSM shape: one trigger-edge sample before the gates; gate 2 (the linked AmmoBin dry → pin NoAmmo(7) every frame); Loaded(2): edge → viewFireEnable gate → **the ammo pull happens in the CALLER** (a failed pull stays Loaded silently; a denied shot does the 4→2 DENIAL BLIP with no ammo pulled — early-returning gates from FireWeapon while the caller cycles the alarm is exactly the 1995 "denied shot fakes a full firing cycle" defect); granted → Firing(0) → FireWeapon → Loading(3) (or NoAmmo if the pull emptied the bin), recoil = rechargeRate; Loading(3): recoil bleeds → 0 → Loaded when a round is chambered, ComputeOutputVoltage animates the dial; Jammed(5) held at full recoil; **NoAmmo(7) is the roach-motel** (re-asserts unconditionally; only a mission reset leaves it). Deferred inside: the leading electrical step, gate 1 (destroyed/FailureHeat/mech-disabled), magazine eject, the electrical-Ready recoil gate, the heat-scaled jam roll, HasActiveTarget. - **AmmoBin feed interface**: `GetAmmoState()` (1 round-ready / 2 EMPTY), `FeedAmmo()` (pull one round; 0 when dry). Feed pacing + cook-off join the heat wave. - **ammoBinLink wiring**: the launcher ctor resolves the bin from the resource's `ammoBinIndex` (the bin's roster slot) via the owner's subsystem table — WIRE-VERIFIED: the raw stream carries 27/29, exactly the AmmoBinSRM6_1/2 slots. - **Resource alignment (wire-verified)**: a raw-stream dump showed the ProjectileWeapon field block sits +3 ints past our staged struct — the MechWeapon resource ancestry runs three ints short (the pip-family fields, not yet broken out). `resourceAlignPad[3]` re-aligns it; the phantom muzzleVelocity/missileCount tail fields were dropped (BT411's verified overlay ends at minJamChance; missileCount belongs to MissileLauncher's own extension and now reads its true 6). The full resource-overlay verification (every ancestor struct byte-checked) is its own wave. - MissileLauncher::FireWeapon PARTIAL (@004bcc60: authentically heat + the missileCount-salvo Missile spawn ONLY — spawn needs the entity/targeting waves). **VERIFIED headlessly** (BT_FORCE_FIRE): bins resolve with the authored 24 rounds; SRM6s fire 6-missile salvos and reload at the authored 1 s cadence, rounds counting 24→0; after the 24th salvo the launcher goes DRY and stays silent across ~3,000 subsequent fire events while the energy weapons keep cycling — the NoAmmo roach-motel holds. Zero Fail. ## Still staged - The Missile entity spawn/seeker, `SendDamage` (damage/networking), `CreateStreamedSubsystem` (tool-side model build), the jam roll (CheckForJam), magazine eject. - ~~`MechWeapon::MessageHandlers` declared but not defined~~ — **FIXED 2026-07-21**: it is now a real defined set (`(0, NULL, Subsystem::MessageHandlers)` — no own handlers yet, inherits the chain), and `MechWeapon::DefaultData` binds it. This mattered because the surviving CODE PPC.CPP binds the inherited name (`PPC::MessageHandlers`) into PPC::DefaultData, and a declared-but-undefined static links as a zero-filled common block — the same silent-NULL trap as the Emitter::AttributeIndex crash. Real weapon handlers (fire/damage messages) come with the combat wave (grow the table in place). ## 5.3.16 — targeting + damage delivery - `HasActiveTarget()` = owner's target slot non-NULL (binary owner+0x388); `UpdateTargeting()` (@004b9bdc) refreshes rangeToTarget/targetWithinRange from `target->localOrigin` every FSM tick (both weapon families call it right after the trigger sample). The Loaded→Firing gate is now the authentic `viewFireEnable && HasActiveTarget()` — a denied pull is the one-frame blip. - `SendDamage(target, damage)`: builds the engine 5-arg `Entity::TakeDamageMessage` (inflictor = our mech's EntityID) and Dispatches AT the target; the engine handler routes `damageZones[zone]->TakeDamage`. INTERIM zone pick = `Random(target->damageZoneCount)` — the authentic resolvers are the reticle aimed hit and the cylinder hit-location table (unaimed, zone −1 + the Mech TakeDamage override), both later waves. - Salvo semantics (BT411-verified): **burstCount is NOT in the zone armor formula** — one message = one amount×scale application. MissileLauncher therefore dispatches ONE message PER MISSILE (each carrying the ctor's salvo-split amount, each on its own random zone); a single split message would under-deliver the salvo by the round count. Interim all-rounds-hit until the Missile entity flight/seeker wave. - Live-verified (two-mech fight): PPC 11.77/hit (12×chargeRatio², type 4 Energy), ER-M 3.43 (type 3 Laser), SRM6 5.83×6 (type 2 Explosive); repeat hits climb linearly; zones reach 1.0 Burning/Destroyed; no-target runs hold fire (0 FIRED across a 65s force-fire run without a target). ## 5.3.18a — salvo economy CORRECTED (BT411 task #62) The 5.3.16 "one message per missile" loop was ~missileCount-times too lethal. The arcade fires ONE cluster Missile per trigger and its zone damage lands EXACTLY ONCE: damageData carries the ctor's salvo-split per-missile amount with burstCount=missileCount (burstCount feeds only gyro bounce + splash falloff — never the zone formula). MISLANCH now dispatches a single SendDamage per salvo (verified 1:1 FIRED:[dmg]). The cluster SPLASH component arrives with the Missile entity wave (proximity-fuse detonation).