docs: record PlayerStatus done (mission-review scoreboard; cameraInit)

Mark PlayerStatus reconstructed + registered in the remaining-widget scope note;
record the key finding that it lives in cameraInit (the mission-review camera
cockpit) not MechInit, so it is build/link/mech-cockpit-safe but not runtime-
verifiable via a normal mech egg.  vehicleSubSystems (from-scratch, 26 uses)
remains.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-06 23:14:28 -05:00
co-authored by Claude Opus 4.8
parent b6918632fc
commit 099871ef4c
+17 -27
View File
@@ -457,30 +457,20 @@ fill the gaps (bind not-yet-needed ids to a shared read-only pad member).
- Remaining widgets (task #13): `PlayerStatus` (comm/score, 8 uses), `vehicleSubSystems` (26 uses).
### Remaining widgets — scope (assessed 2026-07; NOT quick registration wins)
The last two config widgets each need a FULL multi-function reconstruction (unlike
vertBar/segmentArc/oneOfSeveralPixInt/map, which were registration-glue on classes
whose bodies were already reconstructed):
- **PlayerStatus** (comm/score, 8 uses; btl4gau3) — only `PlayerStatus::Make` is
defined; the ctor (@004cb1a8), Execute (@004cb358, 105 lines), dtor (@004cb28c),
BecameActive (@004cb310) are comment-only. The Execute is the meat: look up
player N in the App "Players" node (DAT_004efc94 = App singleton, +0x24 -> +0x18,
`FUN_00403ad0("Players")`, indexed vtbl+0x34); on a player/mech change build a
recoloured name pixmap via **CreateMutantPixelmap8** (@004cafac, ~85 lines, its
own reconstruction) + a **PlayerStatusMappingGroup** (@004c9bd0, adpal.pcc/
adpal2.pcc palette tint of the mech outline); each frame draw the score
NumericDisplay + name bitmap + recoloured mech outline + alive/dead status box.
Because Execute CALLS the two helpers, it's all-or-nothing (a partial Execute =
a /FORCE runtime AV). ⚠ The DEFINED `Make` (btl4gau3.cpp:216) + header ctor are
BUGGY: the ctor's real arg order (decomp @004cb1a8) is (rate,mode,renderer,owner,
**graphics_port_number**,x,y,player_number,font,color,okColor,aliveColor,deadColor,
id) -- the reconstruction dropped the port and passes `(int)entity`/`(int)
gauge_renderer` as x/y. The ctor itself is tractable (GraphicGauge base + store
4 colours@0x29-0x2c + port@0x24 + SetOrigin(x,y) + playerIndex=player_number-1 +
a score NumericDisplay@0x2e at (0x72,0xd8), 5 digits, format 2).
- **vehicleSubSystems** (26 uses -- the most-used unregistered widget) — no class
declared; fully from-scratch. Config: `vehicleSubSystems(qjak0.pcc..qjak7.pcc)`
(8 subsystem-group bitmaps, no attribute bindings -- reads the mech's subsystem
roster internally). Find its Make/ctor/Execute via the .data methodDescription
table (the "vehicleSubSystems" string is a .data const, not inlined in the decomp).
These are best done as a focused effort (each ~250-300 lines across 3-5 functions),
not as a tail-of-session add.
-**PlayerStatus** DONE (increment 7; commit b691863) — reconstructed the whole family (mapped by the
`playerstatus-decomp-map` workflow): methodDescription + rewired Make (fixed the port/x/y bug), ctor/dtor/
BecameActive/TestInstance/Execute, PlayerStatusMappingGroup (28 ColorMapperArmor zone tints, reusing the
EXISTING 10-arg ColorMapperArmor ctor), + ColorMapper/Armor::SetColor. **KEY FINDING: PlayerStatus lives
in the config's `cameraInit` block (the MISSION-REVIEW / spectator camera cockpit), NOT `MechInit`** — so
it is NOT part of the mech cockpit and does not build during normal mech play (Execute never runs, mech
cockpit un-regressed). It is the post-mission scoreboard rendered by the BTCameraDirector game model.
Registered so `cameraInit` builds it. Build/link-safe + mech-cockpit un-regressed, but NOT runtime-
verified (a normal `vehicle=<mech>` egg never triggers the camera model). BRING-UP STUB: CreateMutant
Pixelmap8 returns NULL (the mech-outline recolor needs the DynamicMemoryStream read API + Pixmap pixel-copy
mapped) → the score/name-box/status-box render but not the recoloured mech schematic. Player resolve uses
`application->GetMissionPlayer()` (WinTesla-clean) instead of the binary's raw App+0x24 "Players"-node walk.
- **vehicleSubSystems** (26 uses -- the most-used unregistered widget) — no class declared; fully
from-scratch. Config: `vehicleSubSystems(qjak0.pcc..qjak7.pcc)` (8 subsystem-group bitmaps, no attribute
bindings -- reads the mech's subsystem roster internally). Find its Make/ctor/Execute via the .data
methodDescription table (the "vehicleSubSystems" string is a .data const, not inlined in the decomp).
A focused effort (~250-300 lines across 3-5 functions).