Controls: the keyboard bridges STAND DOWN for a live device (step 2c)
New engine query BTRIODevicePresent() (L4CTRL.cpp, ungated -- pod-correct for the serial RIO too): device exists AND IsOperational(). Both dev input bridges -- the mech4.cpp mapper-attr writes and the mechmppr.cpp BT_KEY_BRIDGE block -- now gate their WRITES on it: BT_KEY_BRIDGE unset = auto (bridge only when no device), 0 = force off (the documented pod setting, honored), else force on. The BT_FORCE_THROTTLE headless harness always rides the bridge. The mapper demand READ (turn = turnDemand) always runs. Verified live (glass build, PAD): OS-injected LSHIFT hold slews the PadRIO throttle 0 -> 0.33 -> 1.0 with pre==thr every frame -- the value arrives via the ENGINE push through the streamed .CTL binding, not the bridge -- and speedDemand=61.501 comes out of the authentic InterpretControls. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1174,6 +1174,29 @@ void
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}
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//
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//############################################################################
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// Game-side device query (glass-cockpit step 2c): True when a real cockpit
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// device (serial RIO on the pod, PadRIO under BT_GLASS) is present AND
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// delivering input. The game's dev keyboard input bridges (mech4.cpp,
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// mechmppr.cpp) stand down then -- they would clobber the device's engine
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// push every frame. This automates the documented pod intent
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// ("BT_KEY_BRIDGE=0 to disable on pods").
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//############################################################################
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//
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int
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BTRIODevicePresent(void)
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{
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if (application == NULL)
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{
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return 0;
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}
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LBE4ControlsManager *controls =
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(LBE4ControlsManager *)application->GetControlsManager();
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return controls != NULL
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&& controls->rioPointer != NULL
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&& controls->rioPointer->IsOperational();
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}
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//############################################################################
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// Execute
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//
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