Build: the BT412 compile gate -- one tree builds the pod game and the Steam game
option(BT412 ... ON) gates the steamification layer for the merge-back into BT411, so the unified repo serves both fronts: - Default (BT412=ON): pod/dev game + PadRIO / plasma / front end / lobby -- all runtime-gated, so a -egg/-net launch still behaves as 4.11. - Pod-minimal (-DBT412=OFF, build-pod/): compiles OUT L4PADRIO, L4PADBINDINGS, L4KEYLIGHT, L4PLASMASCREEN, L4STEAMTRANSPORT, btl4fe, btl4console, btl4lobby. Seam sites carry #ifdef BT412: L4CTRL.cpp PAD token (log + ignore), L4GREND.cpp L4PLASMA=SCREEN (log + ignore), L4VB16.cpp (inert PadRIO stub -- call sites identical in both flavors), btl4main.cpp (front-end/marshal/lobby blocks out; zero-arg launch = 4.11 behavior). - The NetTransport seam ALWAYS compiles -- it is the wire for both flavors (WinsockNetTransport, verified byte-identical to the pre-seam arcade path). - BT412_STEAM now requires BT412 (configure-time FATAL_ERROR; negative-tested). Verified: OFF -- clean v143 link, solo DEV.EGG mission runs (31 subsystems tick, gait, targeting). ON -- zero-arg launch engages the front-end menu. STEAM -- links clean, ships steam_api.dll. Also: README/context docs for the flavors + the merge-back; corrected the stale Phase 3b DEFERRED note (the single-window cockpit landed 07-16) and the README's leftover 0xBD3 valve-gate claim (it is a damage/explosion hub). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1,5 +1,17 @@
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#include "mungal4.h"
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#ifdef BT412
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#include "l4padrio.h" // PadRIO::GetLampState / SetScreenButton (cockpit buttons)
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#else
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// BT412=OFF (pod-minimal build): PadRIO is compiled out. This inert stub
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// keeps every call site below identical in both flavors -- the on-screen
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// cockpit buttons draw unlit and screen-button presses are ignored.
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struct PadRIO
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{
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static int IsActive() { return 0; }
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static int GetLampState(int) { return 0; }
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static void SetScreenButton(int, int) {}
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};
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#endif
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#pragma hdrstop
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#include "l4vb16.h"
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