Mech::DamageZone::TakeDamage is the full binary cascade (@0049c690): LOD artifact router with same-attacker clustering (@0049c40c, hysteresis 0.33), artifact parent level = mean of children, Energy-hit generator shorts through the crit plug binding (novice-exempt), weighted CriticalHit (@0049ccc4), zone-death allotment push (SendSubsystemDamage @0049c9a8) and the segment-table destruction descent (RecurseSegmentTable @0049cad4 -- SIBS + DESCEND via the engine EntitySegment iterators). Supporting bricks: Mech's OWN handler table with the TakeDamage override (latches lastInflictingID @0x43c; gyro feed staged; cylinder table deferred); friend class Mech__DamageZone (authentic); subsystem private zones ARMED (structureReference + armorByFacing[5] normalized -- crits are measurable); ApplyDamageAndMeasure; ForceCriticalFailure sets DestroyedState so the weapon FSMs' GetSimulationState()==1 hard gate went live; Generator::ForceShort + PoweredSubsystem::ForceShortRecovery. Fight-verified (mutual BT_SPAWN_ENEMY + BT_FORCE_ZONE=8 concentrated fire): arm zone to 1.0 -> sibling searchlight zone dies (Searchlight2/ThermalSight crits destroyed, HUD degrading) -> DESCEND kills the gun zone -> PPC_2 + ERMLaser_2 + Condenser6 DESTROYED and FALL SILENT (0 shots after death; undamaged PPC_1 keeps firing); vital-zone hit = MECH KILL; PPC hit shorted GeneratorD. This art has zero artifact zones (redirect=0 across all 20 -- router verified dormant-correct). Smoke + novice regressions clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
456 lines
14 KiB
C++
456 lines
14 KiB
C++
//===========================================================================//
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// File: mech.hpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: Implementation details for the Mech entity //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#if !defined(MECH_HPP)
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# define MECH_HPP
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# if !defined(JMOVER_HPP)
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# include <jmover.hpp>
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# endif
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# if !defined(RETICLE_HPP)
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# include <reticle.hpp>
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# endif
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# if !defined(ALARM_HPP)
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# include <alarm.hpp>
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# endif
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# if !defined(STATE_HPP)
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# include <state.hpp>
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# endif
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# if !defined(CHAIN_HPP)
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# include <chain.hpp>
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# endif
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# if !defined(AVERAGE_HPP)
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# include <average.hpp>
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# endif
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# if !defined(CSTR_HPP)
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# include <cstr.hpp>
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# endif
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# if !defined(SEQCTL_HPP)
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# include <seqctl.hpp>
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# endif
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# if !defined(NAMEFILT_HPP)
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# include <namefilt.hpp>
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# endif
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# if !defined(ROTATION_HPP)
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# include <rotation.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class Subsystem;
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class SubsystemMessageManager;
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class ControlsMapping;
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class PlatformTool;
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class MechControlsMapper;
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class Mech__DamageZone;
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class Joint;
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//###########################################################################
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//######################### Mech Model Resource #########################
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//###########################################################################
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struct Mech__ModelResource:
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public JointedMover::ModelResource
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{
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char animationPrefix[4];
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Scalar maxAcceleration;
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Scalar superStopAcceleration;
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Scalar throttleAdjustment;
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Scalar lookLeftAngle;
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Scalar lookRightAngle;
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Scalar lookFrontAngle;
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Scalar lookBackAngle;
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Scalar walkingTurnRate;
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Scalar runningTurnRate;
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Scalar reticleX;
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Scalar reticleY;
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Scalar relativeMechValue;
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int deathEffectResourceID;
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Scalar deathSplashDamage;
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Scalar deathSplashRadius;
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Scalar maxUnstableAcceleration;
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Scalar unstableAccelerationEffect;
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Scalar unstableGunTheEngineEffect;
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Scalar unstableSuperStopEffect;
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Scalar unstableHighVelocityEffect;
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Scalar unstableStopedTurnEffect;
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Scalar updatePositionDiffrence;
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Scalar updateTurnVelocityDiffrence;
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Scalar updateTurnDegreeDiffrence;
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Scalar timeDelay;
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Vector3D cameraOffset;
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char shadowJointName[20];
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};
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//###########################################################################
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//########################## Mech Make Message ##########################
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//###########################################################################
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class Mech__MakeMessage:
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public JointedMover::MakeMessage
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{
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public:
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char resourceNameA[20];
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char resourceNameB[20];
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char resourceNameC[20];
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Mech__MakeMessage(
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Receiver::MessageID message_ID,
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size_t length,
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const EntityID &entity_ID,
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Entity::ClassID class_ID,
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const EntityID &owner_ID,
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ResourceDescription::ResourceID resource_ID,
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LWord instance_flags,
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const Origin &origin,
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const Motion &velocity,
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const Motion &acceleration,
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const char *badge,
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const char *color,
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const char *patch
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):
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JointedMover::MakeMessage(
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message_ID, length, entity_ID, class_ID, owner_ID,
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resource_ID, instance_flags, origin, velocity, acceleration
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)
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{
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Str_Copy(resourceNameA, badge, sizeof(resourceNameA));
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Str_Copy(resourceNameB, color, sizeof(resourceNameB));
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Str_Copy(resourceNameC, patch, sizeof(resourceNameC));
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}
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};
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//###########################################################################
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//############################## Mech ###############################
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//###########################################################################
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class Mech:
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public JointedMover
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{
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//
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// The per-zone damage code walks the roster / segment table / alarms
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// directly (the 1995 arrangement, mirrored by the reconstruction).
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//
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friend class Mech__DamageZone;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation ClassDerivations;
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static SharedData DefaultData;
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static const HandlerEntry
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MessageHandlerEntries[];
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static MessageHandlerSet
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MessageHandlers;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Class Support
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//
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public:
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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Mech__ModelResource ModelResource;
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typedef Mech__MakeMessage MakeMessage;
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typedef Mech__DamageZone DamageZone;
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static Mech*
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Make(MakeMessage *creation_message);
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Mech(
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MakeMessage *creation_message,
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SharedData &shared_data = DefaultData
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);
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~Mech();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// App interface
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//
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public:
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void
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SetMappingSubsystem(Subsystem *mapper);
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//
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// Resolve a skeleton joint by name (the shared resolver the subsystems
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// use to bind their animated joints -- Torso twist, etc.):
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// GetSegment(name) -> segment jointIndex -> JointSubsystem::GetJoint.
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//
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Joint*
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ResolveJoint(const char *joint_name);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Per-frame simulation (the mech's body Performance; installed by the ctor
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// and dispatched each frame from Simulation::PerformAndWatch).
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//
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public:
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typedef void
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(Mech::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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Simulate(Scalar time_slice);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Resource creation
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//
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public:
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static void
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CreateMakeMessage(
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MakeMessage *creation_message,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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static ResourceDescription::ResourceID
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CreateModelResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories,
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ModelResource *model = 0
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);
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static ResourceDescription::ResourceID
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CreateSubsystemStream(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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static ResourceDescription::ResourceID
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CreateDamageZoneStream(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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static ResourceDescription::ResourceID
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CreateSkeletonStream(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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static ResourceDescription::ResourceID
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CreateExplosionTableStream(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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typedef Logical (*FindNameFunction)(
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const char *control_name, ControlsMapping *mapping);
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static ResourceDescription::ResourceID
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CreateControlMappingStream(
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const char *mapping_name,
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NotationFile *mapping_file,
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FindNameFunction find_name,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories,
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PlatformTool *current_tool
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Subsystem roster accessors (the roster itself -- subsystemArray /
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// subsystemCount -- lives in the base Entity)
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//
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public:
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Subsystem*
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GetGyroSubsystem() { Check(this); return gyroSubsystem; }
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Subsystem*
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GetTorsoSubsystem() { Check(this); return sinkSourceSubsystem; }
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Subsystem*
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GetHudSubsystem() { Check(this); return hudSubsystem; }
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Subsystem*
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GetSensorSubsystem() { Check(this); return sensorSubsystem; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Locomotion parameters (read by MechControlsMapper::InterpretControls to
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// shape the demands, and by the drive in Simulate). reverseStrideLength is
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// the top/run cycle speed the throttle scales (the naming is the 1995
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// field's; LoadLocomotionClips measures it from the run clips), walkStride
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// Length the walk speed. Turn rates are radians/sec.
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//
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public:
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Scalar GetReverseStrideLength() const { Check(this); return reverseStrideLength; }
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Scalar GetWalkStrideLength() const { Check(this); return walkStrideLength; }
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Scalar GetForwardThrottleScale() const { Check(this); return forwardThrottleScale; }
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void SetForwardThrottleScale(Scalar s){ Check(this); forwardThrottleScale = s; }
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Eyepoint / aim-ray composition. The pilot's torso-elevation aim (stick
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// pitch) does NOT tilt any skeleton joint on this mech family -- it pitches
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// the COCKPIT EYE and the weapon boresight (pixel-calibrated in the BT411
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// reverse-engineering: "pitch does not work" turned out to mean nothing
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// consumed Torso's currentElevation, not that a joint was un-animated).
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// Composed each frame in Simulate; DPLEyeRenderable / the aim ray read it.
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//
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public:
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const EulerAngles&
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GetEyepointRotation() const { Check(this); return eyepointRotation; }
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//
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// The current target (the binary's mech target slot @0x388): read by
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// the weapons' HasActiveTarget / UpdateTargeting and the fire path.
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// The authentic writer is the reticle targeting step (mech4, the
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// render wave); the dev harness sets it directly.
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//
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Entity*
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GetTargetEntity() const { Check(this); return targetEntity; }
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void
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SetTargetEntity(Entity *target) { Check(this); targetEntity = target; }
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//
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// Damage entry (overrides the Entity handler): latches the attacker
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// (mech+0x43c, read by the zone LOD router) and feeds the gyro
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// cockpit bounce before chaining to the base zone routing. The
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// cylinder unaimed-hit resolver (type-0x1d table) is a later wave.
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//
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void
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TakeDamageMessageHandler(TakeDamageMessage *message);
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//
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// Damage-side death flag: the body graphic alarm (statusAlarm,
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// binary @0x714) at level >= 9 = the death/fall state.
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//
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Logical
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IsMechDestroyed() { Check(this); return statusAlarm.GetLevel() >= 9; }
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//
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// Look-state commit (called by the controls mapper on a look-button
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// state change): re-aim the eyepoint from the model's authored look
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// angles. look_state = MechControlsMapper::LookState.
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//
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void
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CommitLookState(int look_state);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Data
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//
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protected:
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//
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// Cached subsystem back-pointers (also held in the base roster).
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//
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Subsystem *sensorSubsystem;
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Subsystem *gyroSubsystem;
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Subsystem *sinkSourceSubsystem; // the real Torso
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Subsystem *hudSubsystem;
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SubsystemMessageManager *messageManager;
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int weaponCount;
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//
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// Capability sub-rosters (Socket views onto the subsystem roster;
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// populated per-frame -- phase 5).
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//
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ChainOf<Subsystem*> controllableSubsystems;
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ChainOf<Subsystem*> watchedSubsystems;
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ChainOf<Subsystem*> heatableSubsystems;
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ChainOf<Subsystem*> weaponRoster;
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ChainOf<Subsystem*> damageableSubsystems;
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//
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// Embedded status / animation / naming state.
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//
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NameFilter mechNameFilter;
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AlarmIndicator masterAlarm;
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AlarmIndicator heatAlarm;
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AlarmIndicator stabilityAlarm;
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AlarmIndicator statusAlarm;
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Reticle targetReticle;
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StateIndicator animationState;
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StateIndicator replicantAnimationState;
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StateIndicator collisionState;
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SequenceController legAnimation;
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SequenceController bodyAnimation;
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AverageOf<Scalar> telemetryFilter[5];
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CString resourceNameA;
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CString resourceNameB;
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CString resourceNameC;
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//
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// Locomotion state (Phase 5.3). Turn rates in rad/s, speeds/strides in
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// world-units/s. reverseStrideLength = top (run) speed; walkStrideLength
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// = walk speed; reverseSpeedMax = the low-speed turn-rate gate; forward
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// ThrottleScale multiplies the forward demand; bodyTargetSpeed = the
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// demanded speed; currentBodySpeed = the accel-tracked actual speed.
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//
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Scalar walkingTurnRate;
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Scalar runningTurnRate;
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Scalar reverseStrideLength;
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Scalar walkStrideLength;
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Scalar reverseSpeedMax;
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Scalar forwardThrottleScale;
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Scalar maxBodyAcceleration;
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Scalar bodyTargetSpeed;
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Scalar currentBodySpeed;
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//
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// Composed each frame in Simulate: the look-state eye component
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// (lookPitch/lookYaw, set by CommitLookState from the authored look
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// angles) plus the Torso elevation.
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//
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EulerAngles eyepointRotation;
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Scalar lookPitch;
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Scalar lookYaw;
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Entity *targetEntity;
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EntityID lastInflictingID; // binary mech+0x43c -- last
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// attacker (zone LOD router)
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//
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// The model's authored look-view angles (rad; deg in the resource).
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//
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Scalar lookLeftAngle;
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Scalar lookRightAngle;
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Scalar lookFrontAngle;
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Scalar lookBackAngle;
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//
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// Remaining per-frame targeting / animation state, advanced by the
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// mech2/mech3/mech4 simulation. Reserved until that path is
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// reconstructed with named fields.
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//
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int reservedState[199];
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};
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#endif
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