Experience levels WIRED: the egg field drives the simulation tier (Gitea #2)
BTPlayer's master ctor now seeds the flag block from btMission->ExperienceLevel() + AdvancedDamageOn() (accessors from the SURVIVED 1995 BTMSSN.HPP [T0]) instead of the NULL-stubbed scenario role -- the egg experience knob works for the first time. Both switch slot errors fixed vs the binary @4c0bc8; phantom btMission duplicate member removed (+0x1f8 IS Player::playerMission). SEVEN gate stubs unified onto the real flags (two found empirically): HeatModelActive, OwnerAdvancedDamage, LiveFireEnabled, ControlsAllowLights, powersub @4b0efc, emitter's file-local FUN_004ad7d4 + FUN_004ac9c8 stubs. FUN_004ac9c8 family swept (incl. a live raw-offset databinding trap in MechSubsystem::IsDamaged). Flag block renamed to its true semantics (simLive/heatModelOn/...), scoring-era names kept as comments. Includes the #5 [aud-tail] diag in emitter.cpp. ALL 19 shipped eggs say experience=expert -> default behavior UNCHANGED (per-tier verified: novice/standard = no heat/jams, authentic; veteran/ expert = today's exact behavior). Real delta: egg advancedDamage=1 now reaches player+0x264/0x268 (was hardwired 0). Follow-up flagged: the glass FE defaults empty experience to veteran (one tier below shipped). Awaiting human verification. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -86,22 +86,41 @@ the `Tesla40_BT_manual.pdf` scan along with p3):
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- **Movement heat is veteran+expert in 4.10** (the +0x260 gate), not expert-only as the 4.0 manual
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states. Whether a coefficient still differentiates them is open.
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## Port state (as of 2026-07-18) — wiring needed [T3]
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## Port state (as of 2026-07-20) — WIRED (issue #2) [T2]
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The reconstruction met this system piecemeal and stubbed the same gates inconsistently:
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- `btplayer.cpp` ctor seeds `roleClassIndex` from `scenarioRole->GetReturnFromDeath()` (default 2)
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— the binary seeds it from `btMission->ExperienceLevel()`. Bring-up therefore runs as VETERAN.
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Two slot errors in the port's switch vs the binary: the binary's switch never touches +0x264
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(that's advancedDamage, set after), and expert's `0` lands on +0x26c, not +0x270.
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- `HeatModelActive()` stubbed permissive `return 1` (emitter/heat/mislanch/projweap) while
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`Myomers::OwnerAdvancedDamage()` returns `False` — the SAME binary gate (+0x260) answered both
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ways: heat accrues from weapons but never from movement, and no experience below veteran can
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switch it off.
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- `LiveFireEnabled` / `ControlsAllowLights` / powersub's short-event flag = the +0x25c not-novice
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flag under three names.
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- **The fix**: one accessor family on BTPlayer named members (databinding trap — never raw-read
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`player+0x260`), seeded from `BTMission::ExperienceLevel()` + `AdvancedDamageOn()`, with all five
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stub sites pointed at it; then an egg `experience` line actually selects the sim tier as shipped.
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The wiring landed (uncommitted during the coordination pause; issue #2):
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- **Seed**: the `BTPlayer` master ctor (`btplayer.cpp` ~1305) now reads
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`((BTMission *)playerMission)->ExperienceLevel()` + `->AdvancedDamageOn()`. The binary's +0x1f8
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mission pointer IS the inherited `Player::playerMission` (master: set by the base ctor;
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replicant: back-filled from `Application::GetCurrentMission()` = app+0xc8) — the old separate
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`btMission` member was a phantom duplicate, never set on the master branch; removed. The two
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switch slot errors are fixed (binary rows verified against part_013.c:10843-10870). A `[exp]`
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sentinel logs the seeded flags per master player.
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- **Renames** (btplayer.hpp): showDamageReceived→`simLive` (0x25c), showKills→`heatModelOn`
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(0x260), showDamageInflicted→`advancedDamageOn` (0x264), roleReturnDelay→`advancedDamageOn2`
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(0x268, was mistyped Scalar), roleReturnDelay2→`levelFlag26c` (0x26c), showScore→`levelFlag270`
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(0x270), roleClassIndex→`experienceLevel` (0x274).
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- **Bridges** (btplayer.cpp, complete-type TU): `BTPlayerExperienceSimLive` (+0x25c) and
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`BTPlayerExperienceHeatModelOn` (+0x260) join `BTPlayerRoleLocksAdvanced` (+0x274==0). All
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consumers route mech→`GetPlayerLink()`→named member; NULL player reads permissive [T3].
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- **Gates unified**: `HeatSink::HeatModelActive()` (heat.hpp; also serves mislanch/projweap/
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heatfamily call sites) + `Myomers::OwnerAdvancedDamage()` (myomers.hpp) → the +0x260 bridge;
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`ProjectileWeapon::LiveFireEnabled()` (projweap.cpp) + `Searchlight::ControlsAllowLights()`
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(searchlight.hpp) → the +0x25c bridge; `PoweredSubsystem::HandleMessage` @4b0efc (powersub.cpp)
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→ not-novice + the +0x25c bridge (the old "message-manager short-event flag" misattribution and
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its dead `BT_GetMessageManager` guard are gone).
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- **FUN_004ac9c8 family corrected**: `MechSubsystem::IsDamaged` (mechsub.cpp — was a live
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raw-offset databinding trap `*(*(*(owner+0xd0)+0x190)+0x274)`), `BT_IsBusLive` (btstubs.cpp —
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was `return True`), and powersub's `IsDamaged()` call sites @4b11bc/@4b21d0/@4b179c now all
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route through `BTPlayerRoleLocksAdvanced`. `HeatSink::IsDamaged` (heat.hpp) deliberately keeps
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the simulationState shadow for the gauge tint (btl4gaug.cpp:172).
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- **SHIPPED EGGS ARE ALL `expert`** (every pilot page in all 19 content/*.EGG, camera pages
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included) — so the default felt behavior is unchanged by the wiring (expert and the old
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hardwired veteran agree on every LOCATED consumer: sim live, heat on, controls unlocked; they
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differ only in the unlocated +0x26c flag). The glass front-end writes `veteran` when a pilot's
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experience is empty (btl4fe.cpp:307).
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- Myomers movement heat remains arithmetically inert (the Owner* motion accessors still return
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neutral 0s — the gate is wired, the couplings are the reconciled follow-up).
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## Corrections (swept 2026-07-18)
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