The Missile entity family is reconstructed: Projectile : Mover gets a real make-path ctor; Missile hosts the Seeker + MissleThruster roster (the AUTHENTIC surviving SEEKER.HPP / MISTHRST.HPP interfaces -- the 1995 misspelling included) and flies the binary's guided integrator (@004bef78): age/lifetime, seeker re-lead with the decoded loft constants (200/50/300/0.1), thruster burn, steering (gain 4.0, deadband 1e-4), and the proximity fuse delivering the cluster damage ONCE with the launcher as inflictor. Live-verified end-to-end: LAUNCH -> flight telemetry (thruster visibly accelerating) -> DETONATE on the target ~0.9s out. OPEN: the first ~Missile off the death row completes, then the frame page-faults with EIP in the heap -- the first entity/subsystem teardown the reconstructed sim has ever run. The spawn path is therefore OPT-IN (BT_MISSILE_FLIGHT=1); default SRM delivery stays the 5.3.18a instant-hit cluster (verified 1:1, zero exceptions). Forensics + engine truths (SearchList crashes on non-directory ids; MakeMessages need FAMILY resource ids; explosionModelFile is a model-list INDEX) in MISSILE.NOTES.md. Also fixed on the way: the Subsystem NAME ctor left damageZone UNINITIALIZED (latent garbage for every name-built subsystem). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
66 lines
1.9 KiB
C++
66 lines
1.9 KiB
C++
//===========================================================================//
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// File: projtile.cpp //
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// Project: BattleTech Brick: Mech weapons //
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// Contents: Projectile -- the flying-round entity base (Missile derives) //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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//
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// PARTIAL (binary ctor @004be1bc, vtable @00512a5c, 0x340 bytes): the base
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// chains the Mover make path -- the MakeMessage's resourceID is the
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// projectile GameModel, so the Mover ctor streams the authored mass / drag /
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// inertia. The tracer/ballistic body (the unguided MoveAndCollide, smoke
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// trail, PROJTILE.TCP surface) joins the autocannon wave; the Missile
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// subclass carries the only flying rounds in the 4.10 pod content.
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(PROJTILE_HPP)
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# include <projtile.hpp>
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#endif
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Derivation
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Projectile::ClassDerivations(
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Mover::ClassDerivations,
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"Projectile"
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);
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Projectile::SharedData
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Projectile::DefaultData(
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Projectile::ClassDerivations,
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Mover::MessageHandlers,
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Mover::AttributeIndex,
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1,
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(Entity::MakeHandler)Projectile::Make
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);
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Projectile*
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Projectile::Make(MakeMessage *creation_message)
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{
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return new Projectile(creation_message);
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}
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Projectile::Projectile(
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MakeMessage *creation_message,
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SharedData &shared_data
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):
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Mover(creation_message, shared_data)
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{
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Check(creation_message);
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Check_Fpu();
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}
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Projectile::~Projectile()
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{
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}
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Logical
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Projectile::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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