Boot ladder advances past player creation. BTPlayer ctor/dtor/Make/ TestInstance/GetExperienceLevel reconstructed from BT411's Ghidra-recovered body (@004c0bc8) backdated to 1995 idiom; the reserved[38] placeholder in BTPLAYER.HPP replaced with the real BT-own members. Key fidelity call: the game-mode flags are derived from btMission->ExperienceLevel() (the egg's per-pilot experience key) with the binary-accurate switch rows from the [T1] disassembly -- NOT from the scenario role's returnFromDeath, which BT411's port uses as a [T3] stand-in. Mapping and residual naming/[T4] uncertainty documented in BTPLAYER.NOTES.md. Live boot now runs: banner -> resources -> app ctor -> network single-user -> egg -> mission -> SetPlayerData -> BTRegistry::MakePlayer -> BTPlayer ctor (resolves team, seeds experience flags) -> halts at the base Player::DropZoneReplyMessageHandler stub (BTPlayer's own message-handler table is the next brick -- DefaultData still reuses Player::MessageHandlers). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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BTPLAYER.CPP / .HPP — reconstruction notes
Status: constructor / dtor / Make / TestInstance / GetExperienceLevel RECONSTRUCTED; message-handler table + handlers + PlayerSimulation + CreatePlayerVehicle still staged.
Sources
- BT411
game/reconstructed/btplayer.cpp(Ghidra-recovered ctor @004c0bc8, Make @004c0ecc, dtor @004c0efc, TestInstance @004c0f28) — byte-offset annotated body. - Surviving 1995 headers pin every base API: PLAYER.HPP (base members
currentScore/scenarioRole/deathCount/playerMission, GetMission), SIMULATE.HPP
(lastPerformance/lastUpdate/simulationFlags/activePerformance —
lastPerformanceis a BASE member, not BT-own), ENTITY.HPP (GetInstance/ReplicantInstance), NTTMGR.HPP (EntityManager::FindGroup, EntityGroup::groupMembers = ChainOf<Node*>), TEAM.HPP (Team::teamName[64], public — BTTeam inherits it), BTMSSN.HPP (BTMission::ExperienceLevel()/AdvancedDamageOn(), enum Novice/Standard/ Veteran/Expert = 0..3), SCNROLE.HPP.
Member layout note
The staged header's int reserved[38] placeholder was replaced with the real
BT-own members (btMission, teamName[64], teamEntity, freeForAll, consoleAttached,
suppressConsole, the experience-flag block, killCount/padScore, objectiveMech,
lastConsoleUpdate, deathPending). Byte offsets do NOT need to match the shipped
0x294-byte object — this is a fresh self-consistent build; only wire-format
structs (MakeMessage) must match the binary, and those are unchanged.
Experience-level flag mapping — the [T1] correction
The ctor derives the game-mode flags from btMission->ExperienceLevel()
(mission+0xe4, the egg's per-pilot "experience" key), NOT from the scenario
role's returnFromDeath — see bt-experience-levels. BT411's ported ctor uses
scenarioRole->GetReturnFromDeath() as a stand-in and marks it [T3]; this 1995
reconstruction encodes the binary-accurate reading instead.
Binary switch rows (member ← value per level), from the [T1] disassembly:
| level | showDamageReceived (0x25c) | showKills (0x260) | roleReturnDelay2 (0x26c) | showScore (0x270) |
|---|---|---|---|---|
| novice | 0 | 0 | 0 | 0 |
| standard | 1 | 0 | 1 | 1 |
| veteran | 1 | 1 | 1 | 1 |
| expert | 1 | 1 | 0 | 1 |
Plus showDamageInflicted (0x264) = roleReturnDelay (0x268) = advancedDamageOn.
Member NAMES are wrong-but-kept (they date from the earlier scoring work):
showKills is really the HEAT-MODEL master switch (FUN_004ad7d4), showDamageReceived
is the "sim live / novice lockout" gate, showScore/roleReturnDelay2 consumers
not fully located ([T4]). Rename is a follow-up wiring task; the VALUES are correct.
Deliberate differences from BT411's port
- Make: the 1995
return new BTPlayer(creation_message);— BT411's replicantSetValidFlag()is a P6 network-bring-up addition, dropped. - Replicant-mission caching uses
application->GetCurrentMission()(the real 1995 accessor, PLAYER.CPP:689) instead of BT411's rawapplication+0xc8.
Still staged (next bricks, in boot order)
- Message-handler table — DefaultData currently reuses
Player::MessageHandlers, so BTPlayer's own handlers are unwired and the basePlayer::DropZoneReplyMessageHandlerFails ("should not be handled by base player class!", PLAYER.CPP:179). Next brick = BTPlayer MessageHandlerEntries[]- MessageHandlers + real DropZoneReplyMessageHandler (spawn handshake).
- DropZoneReply → CreatePlayerVehicle → Mech::Make — the spawn chain pulls in the mech subsystem (Mech::Make still Fail-staged).
- VehicleDead / Score / ScoreInflicted / ScoreUpdate handlers (scoring wave), PlayerSimulation (console update), InitializePlayerLink, CalcInflictedScore.