Three-trigger keyboard weapon groups: 1=lasers 2=PPCs 3=missiles (task #43)
Interim pod-like grouping ahead of the authentic ConfigureMappables/ ChooseButton mapper channels (decomp-anchored in open-questions): - Three fire channels like three pod buttons: gBTWeaponTrigger (lasers, key 1 or SPACE), gBTPPCTrigger (PPCs, key 2), gBTMissileTrigger (missiles, key 3 or CTRL). Keyboard only per user (mouse buttons removed). - EmitterSimulation picks its channel by classID (PPC 3028 vs Emitter 3016); BT_AUTOFIRE holds all three. - The BT_BEAM_LOG sampler modulus 30 aliased to ONE weapon under the new synchronized 5-beam volleys (5 | 30) -> 31 (coprime). Verified: all 5 energy weapons fire (31 samples each), aimed hits land, kill completes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -39,7 +39,8 @@ run\run.cmd [EGG] # default DEV.EGG; cd's to content\ and runs btl4.exe -eg
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- **cwd MUST be `content\`** — the engine resolves `BTL4.RES`, `VIDEO\`, `BTDPL.INI`, eggs relative
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to cwd (the `loadTables` gotcha: `L4VIDEO.cpp:849` `fopen("VIDEO\\REPLACEMATS.tbl")` is relative +
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unchecked → fread on NULL if cwd is wrong). Logs to `btl4.log` in `content\` (or `BT_LOG=<file>`). [T2]
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- Interactive: **WASD** drive, **Space/Ctrl** fire, **X** all-stop. Default egg = `DEV.EGG`
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- Interactive: **WASD** drive; weapon groups (keyboard, task #43) **1/Space** = lasers, **2** =
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PPCs, **3/Ctrl** = missiles; **X** all-stop; **V** cockpit/chase view. Default egg = `DEV.EGG`
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(map=grass, time=day). Swap mech via the egg's `vehicle=` (bhk1/madcat/…). The code path is
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mech-agnostic (verified — Mad Cat booted + fought with zero code changes). [T2]
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