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>
This commit is contained in:
arcattack
2026-07-20 14:51:35 -05:00
co-authored by Claude Fable 5
parent a0cec48e3f
commit d7158f1f82
14 changed files with 294 additions and 130 deletions
+12 -5
View File
@@ -60,7 +60,7 @@
// FUN_004b9d00 MechWeapon::PrintState (slot 13 base)
// FUN_004b9948 MechWeapon::GetMuzzlePoint FUN_004b9bdc MechWeapon::UpdateTargeting
// FUN_004b9cbc MechWeapon::GetTargetPosition FUN_004b0d50 voltage helper
// FUN_004ad7d4 HeatableSubsystem present? FUN_00417ab4 Connection::Resolve
// FUN_004ad7d4 heat-model experience gate (player+0x260; HeatModelActive) FUN_00417ab4 Connection::Resolve
// FUN_0041bbd8 AlarmIndicator::SetLevel(n) FUN_0041db7c Damage init
// FUN_004179d4 / FUN_004179f8 SharedData::Connection ctor/dtor
// FUN_004022d0 operator delete FUN_004215b0 resolve subsystem name->index
@@ -227,7 +227,13 @@ Subsystem *
Logical
ProjectileWeapon::LiveFireEnabled() const
{
return True;
// CheckForJam @004bbfcc's early-out [T1]: the owning BTPlayer's +0x25c
// "sim live" experience flag (mech+0x190 playerLink) -- 0 only for NOVICE
// experience, whose ballistics never jam. Issue #2: the old permissive
// `return True` stub let every tier roll jams; routed through the
// complete-type bridge in btplayer.cpp (databinding rule).
extern int BTPlayerExperienceSimLive(void *owner_mech); // btplayer.cpp (player+0x25c)
return BTPlayerExperienceSimLive(owner) ? True : False;
}
//
@@ -507,8 +513,9 @@ void
// uniform random sample falls under the current jam probability:
// p = clamp(0.41 * currentTemperature / failureTemperature,
// minJamChance, 1.0)
// Gated on the weapon being heat-active (this+0x184) and the owning Mech's
// "live fire" flag (mech.controls+0x25c).
// Gated on the weapon being heat-active (this+0x184) and the owning PLAYER's
// "sim live" experience flag (mech+0x190 playerLink -> player+0x25c; novice
// never jams -- issue #2).
//
Logical
ProjectileWeapon::CheckForJam()
@@ -772,7 +779,7 @@ void
// binary adds heatCostToFire RAW to the weapon's own pendingHeat --
// projectile resources author PRE-scaled 1e7-unit heat (AFC100 = 6.5e7)
// -- gated on the heatable check (part_013.c:8744-8747 idiom).
if (HeatModelActive()) // FUN_004ad7d4 (heat.hpp; [T3] permissive)
if (HeatModelActive()) // FUN_004ad7d4 (heat.hpp -> player+0x260 experience gate; issue #2)
{
pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
}