docs: record the remaining-widget scope (PlayerStatus / vehicleSubSystems)
Both need a full multi-function reconstruction (not the registration-glue the other widgets were): PlayerStatus's ctor/Execute/helpers (CreateMutantPixelmap8, PlayerStatusMappingGroup, App Players-node lookup) are comment-only stubs and its existing Make/header ctor are buggy (drop the graphics_port_number param, pass entity/renderer as x/y); vehicleSubSystems is undeclared/from-scratch. Records the decomp addresses + the ctor arg order for a focused follow-up. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -455,3 +455,32 @@ fill the gaps (bind not-yet-needed ids to a shared read-only pad member).
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classification (0 contacts today) + the stubbed pip/name/video-object infrastructure (contacts + labels)
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+ `SetTargetRange` (radar zoom, currently a 500m default).
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- Remaining widgets (task #13): `PlayerStatus` (comm/score, 8 uses), `vehicleSubSystems` (26 uses).
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### Remaining widgets — scope (assessed 2026-07; NOT quick registration wins)
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The last two config widgets each need a FULL multi-function reconstruction (unlike
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vertBar/segmentArc/oneOfSeveralPixInt/map, which were registration-glue on classes
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whose bodies were already reconstructed):
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- **PlayerStatus** (comm/score, 8 uses; btl4gau3) — only `PlayerStatus::Make` is
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defined; the ctor (@004cb1a8), Execute (@004cb358, 105 lines), dtor (@004cb28c),
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BecameActive (@004cb310) are comment-only. The Execute is the meat: look up
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player N in the App "Players" node (DAT_004efc94 = App singleton, +0x24 -> +0x18,
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`FUN_00403ad0("Players")`, indexed vtbl+0x34); on a player/mech change build a
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recoloured name pixmap via **CreateMutantPixelmap8** (@004cafac, ~85 lines, its
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own reconstruction) + a **PlayerStatusMappingGroup** (@004c9bd0, adpal.pcc/
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adpal2.pcc palette tint of the mech outline); each frame draw the score
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NumericDisplay + name bitmap + recoloured mech outline + alive/dead status box.
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Because Execute CALLS the two helpers, it's all-or-nothing (a partial Execute =
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a /FORCE runtime AV). ⚠ The DEFINED `Make` (btl4gau3.cpp:216) + header ctor are
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BUGGY: the ctor's real arg order (decomp @004cb1a8) is (rate,mode,renderer,owner,
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**graphics_port_number**,x,y,player_number,font,color,okColor,aliveColor,deadColor,
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id) -- the reconstruction dropped the port and passes `(int)entity`/`(int)
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gauge_renderer` as x/y. The ctor itself is tractable (GraphicGauge base + store
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4 colours@0x29-0x2c + port@0x24 + SetOrigin(x,y) + playerIndex=player_number-1 +
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a score NumericDisplay@0x2e at (0x72,0xd8), 5 digits, format 2).
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- **vehicleSubSystems** (26 uses -- the most-used unregistered widget) — no class
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declared; fully from-scratch. Config: `vehicleSubSystems(qjak0.pcc..qjak7.pcc)`
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(8 subsystem-group bitmaps, no attribute bindings -- reads the mech's subsystem
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roster internally). Find its Make/ctor/Execute via the .data methodDescription
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table (the "vehicleSubSystems" string is a .data const, not inlined in the decomp).
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These are best done as a focused effort (each ~250-300 lines across 3-5 functions),
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not as a tail-of-session add.
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