scoring: BIND the scenario role -- one commented-out line zeroed the whole chart
BTPlayer::scenarioRole was never assigned. The lookup sat commented out with
"the BT role registry (BTMission::GetRoleRegistry()->Lookup) has no WinTesla
analog, so the scenarioRole set by the base Player ctor stands" -- and the base
ctor sets it to NULL (PLAYER.cpp:680). So it stood NULL forever.
Every scoring value the game has hangs off that pointer, and the shipped
content authors them correctly. New ungated receipt in the ScenarioRole ctor
prints what a real mission loads:
[role] 'Role::Default' model='dfltrole' killBonus=500 deathPenalty=500
dmgInf=1 dmgRcv=0 bias=1 ff=1 return=1000
That IS the original manual's scoring chart -- +500 a kill, -500 a special-case
death, +1 per damage point. With the pointer NULL every award multiplied
against zero: kills scored the damage tally alone (4.88), the eject charge read
0 (the field log's "PUNCH-OUT: charge=0 (role killBonus)" = #134's missing
penalty), and the death-cost block was skipped.
The analog DOES exist: Mission::GetScenarioRole(name) (MISSION.h:162) walks
scenarioRoleChain -- the same dictionary BTL4Mission fills via AddScenarioRole()
when it parses the role pages, whose own comment says the WinTesla base exposes
it. Same lookup, same key. Falls back to Role::Default when a creation
message names an unknown role (shipped content authors exactly one page), and
logs BOUND/NULL so this cannot fail silently again.
Benched cross-node:
role binding player 2:1 BOUND, player 3:1 BOUND
KILL AWARD 505.88 (was 4.88) <- chart's +500, verified
death cost victim total -500.00 <- chart's -500
inflicted still tracking, killer total 1017.32 kills=1
The -500 on an ORDINARY combat death is AUTHENTIC, not a bug: the binary's gate
is advancedDamageOn alone (@004c05c4 tail: `if (player+0x264 != 0) { -role+0x20 }`),
verified in the decomp. It only shows now because the role finally binds. It
also reconciles the chart's two death rows: an EJECT costs -500 (death) plus its
self-kill negating its own ~500 award = -1000, and an ammo death costs -500.
CORRECTION to my own earlier note: returnFromDeath=1000 is NOT the chart's
"+1000 starting the game" -- role+0x28 is a lives/return gate (`if (< 1)` ->
mission review, else respawn). The 1000 is coincidence. That row is still
unlocated and is most likely console-side.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
This commit is contained in:
co-authored by
Claude Opus 5
parent
b2498ca39a
commit
a4bfb64ace
@@ -55,9 +55,32 @@ ScenarioRole::ScenarioRole(const CString &role_name, const CString &model_file)
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damageBias = player_data->damageBias;
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friendlyFirePenalty = player_data->friendlyFirePenalty;
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player_res_des->Unlock();
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// SCORE PROVENANCE (ungated, 2026-08-07). Every unmatched row of the
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// original manual's scoring chart -- +500 a kill, -1000 an eject, -500
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// an ammo death -- is sourced HERE, from the role's GameModel record
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// (type 0xf, 7 dwords; the binary's ctor @00429a9c copies rec[0..6]).
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// A field log showed `charge=0 (role killBonus)`, and the two ways that
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// happens -- record authored zero, or resource lookup missed -- are
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// indistinguishable in release because the miss path's Warn/Tell compile
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// out (DEBUGOFF.h). One line per role settles it.
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DEBUG_STREAM << "[role] '" << (const char *)role_name
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<< "' model='" << (const char *)model_file
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<< "' killBonus=" << (float)killBonus
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<< " deathPenalty=" << (float)specialCaseDeathPenalty
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<< " dmgInf=" << (float)damageInflictedModifier
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<< " dmgRcv=" << (float)damageReceivedModifier
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<< " bias=" << (float)damageBias
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<< " ff=" << (float)friendlyFirePenalty
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<< " return=" << (int)returnFromDeath
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<< "\n" << std::flush;
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}
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else
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{
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DEBUG_STREAM << "[role] '" << (const char *)role_name
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<< "' model='" << (const char *)model_file
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<< "' -- RESOURCE NOT FOUND, all score values default to 0"
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<< "\n" << std::flush;
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Tell(role_name);
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Warn(" does not exists in resource! ");
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damageReceivedModifier = 0.0f;
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@@ -1952,15 +1952,51 @@ BTPlayer::BTPlayer(
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}
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//
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// Look the scoring role up in the role registry (keyed by the role name
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// in the creation message, +0x90) and stash it as our scenarioRole. The
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// BT role registry (BTMission::GetRoleRegistry()->Lookup) has no WinTesla
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// analog, so the scenarioRole set by the base Player ctor stands.
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// CROSS-FAMILY: needs BTMission role-registry access. BEST-EFFORT.
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// Look the scoring role up in the role registry (keyed by the role name in
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// the creation message, +0x90) and stash it as our scenarioRole.
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//
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// WIRED 2026-08-07. This was commented out with "the BT role registry
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// (BTMission::GetRoleRegistry()->Lookup) has no WinTesla analog, so the
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// scenarioRole set by the base Player ctor stands". The base ctor sets it
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// to NULL (PLAYER.cpp:680), so it stood NULL forever -- and EVERY scoring
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// value the game has lives on that pointer:
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//
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// killBonus -> the kill award basis (authored 500)
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// specialCaseDeathPenalty-> the death cost (authored 500)
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// damageInflictedModifier-> the per-hit multiplier (authored 1)
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// returnFromDeath -> the entry credit (authored 1000)
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//
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// With it NULL: kill_bonus reads 0 (a kill scored the damage tally alone --
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// benched 4.88 instead of ~500), the eject charge is 0 (field log:
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// "PUNCH-OUT: charge=0 (role killBonus)" = #134's missing penalty), and the
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// death cost block is skipped entirely. That is four rows of the original
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// manual's scoring chart, all from one commented-out line.
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//
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// The analog DOES exist: Mission::GetScenarioRole(name) (MISSION.h:162)
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// walks scenarioRoleChain -- the very dictionary BTL4Mission fills via
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// AddScenarioRole() when it parses the role pages (btl4mssn.cpp), whose own
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// comment already says the WinTesla base exposes it. Same lookup, same
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// key, no cross-family gap.
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//
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CString role_key(creation_message->roleName); // make+0x90
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(void)role_key;
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// scenarioRole = playerMission->GetRoleRegistry()->Lookup(&role_key); // this[0x7e]+0x50, this[0x82]
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if (playerMission != 0)
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{
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ScenarioRole *found = playerMission->GetScenarioRole(role_key); // this[0x7e]+0x50
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if (found == 0)
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{
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// The shipped content authors ONE role page, "Role::Default"
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// (model dfltrole). A creation message naming anything else -- or
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// naming nothing -- must still score, so fall back to it rather
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// than leave the pointer NULL and silently zero every award.
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found = playerMission->GetScenarioRole(CString("Role::Default"));
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}
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scenarioRole = found; // this[0x82]
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DEBUG_STREAM << "[role] player " << BTMatchHostOf(GetEntityID())
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<< ":" << (int)GetEntityID() << " key='" << (const char *)role_key
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<< "' -> " << (scenarioRole != 0 ? "BOUND" : "NULL (scores will be 0)")
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<< (scenarioRole != 0 ? "" : " !!")
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<< "\n" << std::flush;
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}
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if ((simulationFlags & 0xc) == 4)
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{
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@@ -50,7 +50,7 @@ sleep 2
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sleep 5
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python ../tools/btconsole.py SV.EGG 127.0.0.1:1501 127.0.0.1:1601 > sv_relay.log 2>&1 &
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RELAY=$!
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sleep 260
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sleep 400
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kill $RELAY 2>/dev/null
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sleep 3
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bt_kill_ours
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