Eject firsthand prep: G = coolant Flush binding + BT_FLUSH_HOLD scalpel
The Flush ACTION existed in the input engine but no key was bound in the shipped CONTROLS.MAP -- desktop players could never hold the flush. G (free) now maps to it. BT_FLUSH_HOLD=<frames> extends the BT_FLUSH_TEST scalpel past its 60-frame edge test for tank-dry benches. Dry-run finding (fl.log): a full flush drains the tank to 0/14 in ~30 s, but does NOT arm eject by itself -- InjectCoolant moves tank coolant INTO the loops (the bank RISES), and idle heat draw is too slow to burn the loops down to the 5% arm threshold in minutes. Firsthand arming needs sustained fire after tank-dry (or coolant-loop leak damage / generator loss). Matches the binary's intent: eject arms when LEAKED nearly dry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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8165cee9da
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0089b3284f
@@ -165,6 +165,12 @@ pad Start action ModeCycle
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pad RightThumb action DisplayCycle
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pad Back action Valve
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# COOLANT FLUSH -- HELD key dumps reservoir coolant into the loops
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# (Reservoir InjectCoolant, msg 4). The tank drains while held; with the
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# tank empty the loops burn coolant with no refill -- run hot long enough
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# and the bank drops below 5%, which ARMS the eject (Panic lights).
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key G action Flush
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# PANIC / EJECT -- the punch-out (Mech msg 0x19). Only fires on a CRIPPLED
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# mech (no generators, coolant leaked below 5%, or leg-gimped novice) -- a
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# healthy mech refuses the button, so a stray press is a no-op.
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@@ -6724,7 +6724,15 @@ void
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++s_ftFrame;
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int t0 = atoi(getenv("BT_FLUSH_TEST"));
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if (t0 < 1) t0 = 600;
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gBTFlushKey = (s_ftFrame >= t0 && s_ftFrame < t0 + 60) ? 1 : 0;
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// BT_FLUSH_HOLD=<frames> (default 60): the eject firsthand recipe
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// needs a tank-dry hold, not just the 1 s edge test.
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static int s_ftHold = 0;
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if (s_ftHold == 0)
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{
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const char *h = getenv("BT_FLUSH_HOLD");
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s_ftHold = (h && atoi(h) > 0) ? atoi(h) : 60;
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}
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gBTFlushKey = (s_ftFrame >= t0 && s_ftFrame < t0 + s_ftHold) ? 1 : 0;
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}
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// Gitea #46 scripted verify (BT_BAYTEST=<frame>): at the given sim frame
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