TorsoSimulation now carries the donor's digital command handling (binary @004b5cf0): elevate up/down, twist left/right with limit clamps, the centre-button recenter latch slewing home across frames, and the ramp machinery kept verbatim including the binary's punchline -- the shipped build unconditionally overwrites the ramp with 1.0f, authored dead weight preserved as the binary's shape. recenterActive carved from the dynamicsState reserve. With 5.3.68's table fix the RIO/TM twist buttons land in these members and move the torso, and the canopy eye rides the twist chain. Also corrected in the roadmap: the 5.3.70 TriggerState 'wart' was not a wart -- CheckFireEdge already compares fireImpulse's bit pattern as a signed int, sign-correct for button ints and floats alike, and the donor binds and types the member identically. Fault rate, measured: riostreak.sh ran four consecutive vRIO-live runs -- CLEAN/CLEAN/FAULT/CLEAN, faults only ever in the load window (ticks 42-53k), clean runs always past launch. Post-fix tally 8 runs / 2 faults (~25%; was 3/3 before the Torso fix). Our load window is ~60s where shipped's is ~15s: if the residual is a constant-rate hazard during load, shipped's expected per-run rate is only ~7% -- 'shipped survives' may be exposure luck, and the residual is most likely an emulator-fork serial/DPMI interaction rather than a game defect. Next probe: hook the fork's page-fault path on the fixed cr2 and dump recent serial-IRQ deliveries + guest cs:ip history, plus a shipped-exe streak for the baseline. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
210 lines
7.3 KiB
C++
210 lines
7.3 KiB
C++
//===========================================================================//
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// File: torso.hpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: Torso -- the torso twist / weapon-elevation subsystem //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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(TORSO_HPP)
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# define TORSO_HPP
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# if !defined(POWERSUB_HPP)
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# include <powersub.hpp>
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# endif
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//##################### Forward Class Declarations #######################
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class Mech;
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class Joint;
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//###########################################################################
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//##################### Torso Model Resource ###########################
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//###########################################################################
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struct Torso__SubsystemResource:
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public PowerWatcher::SubsystemResource
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{
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Scalar horizontalRotationPerSecond;
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Scalar verticalRotationPerSecond;
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Scalar horizontalLimitRight;
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Scalar horizontalLimitLeft;
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Scalar verticalLimitTop;
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Scalar verticalLimitBottom;
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char torsoHorizontalJoint[32];
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char torsoHorizontalShadowJoint[32];
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Logical torsoHorizontalEnabled;
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Scalar buttonAccelerationPerSecond;
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Scalar buttonAccelerationStartValue;
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};
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//###########################################################################
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//############################### Torso ################################
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//###########################################################################
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//
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// Drives torso twist (horizontal) and weapon elevation (vertical). The
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// tuning rates/limits come from the resource; the live twist/elevation state
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// and the resolved skeleton joints are advanced by the per-frame
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// TorsoSimulation (staged) once the Mech skeleton link is live.
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//
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class Torso:
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public PowerWatcher
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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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typedef void
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(Torso::*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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static Logical
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TestClass(Mech &);
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Logical
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TestInstance() const;
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Scalar
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CurrentTwist() const { Check(this); return currentTwist; }
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Scalar
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CurrentElevation() const { Check(this); return currentElevation; }
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Logical
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GetHorizontalEnabled() const{ Check(this); return horizontalEnabled; }
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//
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// Analog aim inputs (written by MechControlsMapper::InterpretControls;
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// consumed by TorsoSimulation to slew the twist/elevation each frame).
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//
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void
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SetAnalogElevationAxis(Scalar axis) { Check(this); analogElevationAxis = axis; }
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void
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SetAnalogTwistAxis(Scalar axis) { Check(this); analogTwistAxis = axis; }
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void
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TorsoSimulation(Scalar time_slice);
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void
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TorsoCopySimulation(Scalar time_slice);
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public:
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typedef Torso__SubsystemResource SubsystemResource;
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Torso(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data = DefaultData
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);
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~Torso();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute publication. The shipped string pool lists this class's
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// attribute names contiguously after the class name "Torso":
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//
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// RotationOfTorsoVertical RotationOfTorsoHorizontal
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// HorizontalLimitRight HorizontalLimitLeft
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// SpeedOfTorsoVertical SpeedOfTorsoHorizontal
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//
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// The FULL authentic table, ids 3..15, confirmed twice over: the BT411
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// donor's decompiled enum carries these names WITH binary member offsets
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// (torso.hpp 111-124, @0x1E4..@0x20C), and BTL4.RES's own streamed
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// control mappings bind ids 12/13 as DIRECT button destinations on
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// subsystem 17 = Torso (the [map] audit).
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//
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// An earlier revision declared "TorsoUp/Down/Left/Right/Center are
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// MESSAGES, not attributes" and stopped at 7 entries with MotionState at
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// id 9. That was WRONG in a specifically nasty way: the ids are the
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// binding key for the streamed mappings, so Thrustmaster's buttons
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// (12/13) resolved NULL -- the boot write-fault at
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// ControlsInstanceDirectOf<int>::Update+0xE -- and the RIO's ANALOG
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// StickPosition (9) resolved to our motionState StateIndicator, letting
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// every analog update from a live RIO smash a watcher-socketed object
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// with raw floats.
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//
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// The chain -- PowerWatcher -> HeatWatcher -> MechSubsystem -- publishes
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// nothing of its own, so these start at MechSubsystem::NextAttributeID.
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//
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public:
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enum {
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RotationOfTorsoVerticalAttributeID = MechSubsystem::NextAttributeID,
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RotationOfTorsoHorizontalAttributeID,
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HorizontalLimitRightAttributeID,
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HorizontalLimitLeftAttributeID,
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SpeedOfTorsoVerticalAttributeID,
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SpeedOfTorsoHorizontalAttributeID,
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StickPositionAttributeID,
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TorsoUpAttributeID,
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TorsoDownAttributeID,
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TorsoLeftAttributeID,
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TorsoRightAttributeID,
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TorsoCenterAttributeID,
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MotionStateAttributeID,
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NextAttributeID
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};
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static const IndexEntry AttributePointers[];
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static AttributeIndexSet AttributeIndex;
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protected:
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int isDamagedCopy;
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int statusFlags;
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Logical horizontalEnabled;
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Scalar baseTwistRate;
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Scalar baseElevationRate;
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Scalar horizontalLimitRight;
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Scalar horizontalLimitLeft;
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Scalar verticalLimitTop;
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Scalar verticalLimitBottom;
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Scalar twistCenterHigh;
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Scalar twistCenterLow;
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Scalar elevationCenter;
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Scalar elevationHalfBottom;
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Scalar buttonAccelerationPerSecond;
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Scalar buttonAccelerationStart;
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int buttonRampActive;
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Scalar buttonRamp;
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Joint *horizontalJointNode;
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Joint *horizontalShadowJointNode;
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Scalar currentTwist;
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Scalar currentElevation;
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Scalar analogElevationAxis;
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Scalar analogTwistAxis;
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//
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// MUST BE A StateIndicator. The authored watcher for a *State
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// name is an AudioStateWatcher, which is AudioWatcherOf<StateIndicator>
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// and whose ctor immediately runs
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// Cast_Object(StateIndicator*, attributePointer)->AddAudioWatcher(this)
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// (AUDWTHR.CPP:891). Point it at a plain int and that call goes
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// through garbage -- the pod dies on the extender.
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//
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StateIndicator motionState; // authored watcher
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//
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// The five BUTTON COMMAND destinations (donor torso.hpp @0x1F8-0x208).
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// The streamed control mappings bind these BY ID as DIRECT WRITE
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// targets -- LBE4ControlsManager::CreateStreamedMappings registers
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// GetAttributePointer(attributeID) as the destination a device poll
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// writes through (L4CTRL.CPP:1936). Carved from the front of the
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// dynamicsState reserve so the class size is unchanged.
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//
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int elevateUpCommand;
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int elevateDownCommand;
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int twistLeftCommand;
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int twistRightCommand;
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int centerCommand;
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//
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// Recenter latch (donor @0x268-adjacent family): armed by the centre
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// button, cleared by a twist button or on arrival at centre.
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//
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int recenterActive;
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//
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// Twist/elevation dynamics accumulators advanced by TorsoSimulation.
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// Reserved until the per-frame sim is reconstructed (phase 5).
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//
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Scalar dynamicsState[16];
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};
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#endif
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