#!/usr/bin/env bash # #87 PIXEL A/B: render the SAME standing scene twice -- every armour zone pinned # to level 0 (pristine) and level 1 (fully damaged) via BT_ARMOR_FORCE -- so the # only difference between the two frame sets is the darkening itself. No damage, # no smoke, no motion, no death to confound the comparison. set -x . /c/git/bt411/scratchpad/night6/bench_common.sh cd /c/git/bt411/content || exit 1 taskkill //F //IM btl4.exe > /dev/null 2>&1 sleep 2 sed "s/^map=.*/map=grass/; s/^time=.*/time=day/" MP.EGG > ARMOR.EGG run () { # run taskkill //F //IM btl4.exe > /dev/null 2>&1; sleep 2 rm -f ${2}_*.png ( bt_player_env unset BT_START_INSIDE # presence-only gate -- external view export BT_LOG=armor_ab_$2.log BT_AFFINITY=0x03 export BT_ARMOR_FORCE=$1 BT_ARMOR_LOG=1 export BT_SHOT_EVERY=400 BT_SHOT_PREFIX=$2 "$BT_EXE" -egg ARMOR.EGG & ) sleep 45 taskkill //F //IM btl4.exe > /dev/null 2>&1 sleep 2 } run 0.0 abpristine run 1.0 abdamaged ls abpristine_*.png abdamaged_*.png 2>/dev/null | head