$$ $$ A7 Fix D (#140) — wall-torch vs portal light OWNERSHIP + the actual LIGHTINFO $$ values that feed the EnvCell wall bake. 2026-06-18. $$ $$ Decomp already settled the render path (workflow wf_f660eb88): $$ STATIC lights -> CPU per-vertex bake (SetStaticLightingVertexColors -> $$ calc_point_light), DOUBLE-clamped (per-light min(scale*color,color) + $$ per-vertex [0,1]) -> walls stay DIM even at intensity=100. $$ DYNAMIC lights -> D3D hardware FF (minimize_envcell_lighting). $$ Render::insert_light copies intensity VERBATIM to BOTH paths, so the only $$ open empirical question is: which light carries intensity=100, and what do $$ the actual wall-torch LIGHTINFOs look like (intensity/falloff/color)? $$ $$ CLASSIFICATION via config_hardware_light's d3dLightIndex (arg1 @ [esp+4]): $$ add_dynamic_light base index = 1 -> dynamic idx in [1..10] (viewer light / teleport PORTAL) $$ add_static_light base index = 11 -> static idx in [11..70] (WALL TORCHES, baked) $$ $$ config_hardware_light(d3dIndex, _D3DLIGHT9* out, ulong cellID, LIGHTINFO* info): $$ d3dIndex = dwo(@esp+4) ; LIGHTINFO* = poi(@esp+0x10) (PROVEN last session) $$ add_static_light / add_dynamic_light(LIGHTINFO* info, cellID, Frame* offset): $$ LIGHTINFO* = poi(@esp+4) $$ `dt acclient!LIGHTINFO type intensity falloff color` resolves the $$ float fields symbolically (PDB types) -> readable values, no hex reinterp. $$ $$ USAGE: with retail in-world standing in/near the Holtburg meeting hall by a $$ wall torch, WALK around the hall (and past the teleport portal if present) $$ for ~15 s so static torch sets re-register. Auto-detaches (qd) after 600 $$ total hits, leaving retail running. .logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\thirsty-goldberg-51bb9b\a7-fixd-lights-capture.log .sympath C:\Users\erikn\source\repos\acdream\refs .symopt+ 0x40 .reload /f acclient.exe r $t0 = 0 r $t1 = 0 r $t2 = 0 r $t3 = 0 $$ BP1: config_hardware_light — EVERY light (static+dynamic); d3dIdx classifies. bp acclient!PrimD3DRender::config_hardware_light "r $t0=@$t0+1; r $t1=@$t1+1; .printf /D \"[CHL] hit#%d d3dIdx=%d (1-10=DYNAMIC portal/viewer, 11+=STATIC torch)\\n\", @$t1, dwo(@esp+4); dt acclient!LIGHTINFO dwo(@esp+0x10) type intensity falloff color; .if (@$t0 >= 600) { qd } .else { gc }" $$ BP2: add_static_light — every hit is a WALL TORCH (baked path). bp acclient!Render::add_static_light "r $t0=@$t0+1; r $t2=@$t2+1; .printf /D \"[STATIC torch] hit#%d\\n\", @$t2; dt acclient!LIGHTINFO dwo(@esp+4) type intensity falloff color; .if (@$t0 >= 600) { qd } .else { gc }" $$ BP3: add_dynamic_light — viewer light + teleport PORTAL (hardware path). bp acclient!Render::add_dynamic_light "r $t0=@$t0+1; r $t3=@$t3+1; .printf /D \"[DYNAMIC light] hit#%d\\n\", @$t3; dt acclient!LIGHTINFO dwo(@esp+4) type intensity falloff color; .if (@$t0 >= 600) { qd } .else { gc }" .printf "a7-fixd-lights armed: BP1 CHL (classify via d3dIdx), BP2 STATIC=torch, BP3 DYNAMIC=portal/viewer. qd after 600 total hits.\\n" g