Files
TeslaRel410/restoration/source410/BT/BTPLAYER.CPP
T
CydandClaude Fable 5 f65a3259ce BT410 Phase 5.3.25: scoring + the COMPLETE mission lifecycle -- egg to GAME-RC
Scoring roles bound (binary ctor tail @004c0bc8): the mission role dict ->
Player::scenarioRole; TEST.EGG's Role::Default = the baked dfltrole
(lives=1000, killBonus=500) -- authored data flowing.  The three score
handlers are live per the decomp derivations (@004c02e4 / @004c0200 /
@004c02a8 + CalcInflictedScore @004c052c; tonnage/bias staged); the
producers post damage scores per delivered hit and the kill credit from
the death transition with the latched killing-blow magnitude.  First live
kill: award=3.43, kills=1, score=123.6.

Out of lives -> the mission END: the binary's +10s review post sits in the
one decomp gap, so the staged stand-in enters the engine's own cascade
(StopMissionMessage +10s) -- EndingMission -> the 3s fade -> the second
Stop -> Application::Stop -> RunMissions exits.  The BTL4/L4 stop layers
run authentically (plasma score display off, egress lamps).

VERIFIED END-TO-END: a 2-lives egg (role-page return=2 override) -- death
#1 debits and respawns healed; death #2 is OUT OF LIVES; +10s later the
mission ends and BTL4OPT.EXE exits CLEANLY to DOS (GAME-RC prints).  The
full 1995 pod mission loop -- egg, boot, spawn, fight, score, die,
respawn, die, mission end, exit -- now runs from reconstructed source.
Zero faults; fight/smoke/novice regressions green.  Dev knob:
BT_PLAYER_PASSIVE=1 (piloted mechs hold force-fire).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 17:18:41 -05:00

833 lines
25 KiB
C++

//===========================================================================//
// File: btplayer.cpp //
// Project: BattleTech //
// Contents: Implementation details for the BT player //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(BTPLAYER_HPP)
# include <btplayer.hpp>
#endif
#if !defined(BTTEAM_HPP)
# include <btteam.hpp>
#endif
#if !defined(BTMSSN_HPP)
# include <btmssn.hpp>
#endif
#if !defined(NTTMGR_HPP)
# include <nttmgr.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp>
#endif
#if !defined(DROPZONE_HPP)
# include <dropzone.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(RESOURCE_HPP)
# include <resource.hpp>
#endif
#if !defined(HOSTMGR_HPP)
# include <hostmgr.hpp>
#endif
#if !defined(MISSION_HPP)
# include <mission.hpp>
#endif
#if !defined(APPMSG_HPP)
# include <appmsg.hpp>
#endif
#if !defined(SCNROLE_HPP)
# include <scnrole.hpp>
#endif
//
//#############################################################################
// Shared data support
//#############################################################################
//
Derivation
BTPlayer::ClassDerivations(
Player::ClassDerivations,
"BTPlayer"
);
const Receiver::HandlerEntry
BTPlayer::MessageHandlerEntries[]=
{
MESSAGE_ENTRY(BTPlayer,DropZoneReply),
MESSAGE_ENTRY(BTPlayer,VehicleDead),
MESSAGE_ENTRY(BTPlayer,Score),
MESSAGE_ENTRY(BTPlayer,ScoreInflicted),
MESSAGE_ENTRY(BTPlayer,ScoreUpdate)
};
BTPlayer::MessageHandlerSet
BTPlayer::MessageHandlers(
ELEMENTS(BTPlayer::MessageHandlerEntries),
BTPlayer::MessageHandlerEntries,
Player::MessageHandlers
);
BTPlayer::SharedData
BTPlayer::DefaultData(
BTPlayer::ClassDerivations,
BTPlayer::MessageHandlers,
Player::AttributeIndex,
1,
(Entity::MakeHandler)BTPlayer::Make
);
//
//#############################################################################
// Constructor
//
// Copies the team name out of the creation message, resolves the owning
// BTTeam, caches the mission, and derives the game-mode display / heat-model
// flags from the mission's experience level and advanced-damage flag.
//#############################################################################
//
BTPlayer::BTPlayer(
MakeMessage *creation_message,
SharedData &shared_data
):
Player(creation_message, shared_data)
{
consoleAttached = False;
suppressConsole = False;
currentScore = 0;
deathPending = False;
//
// Remember our team name from the creation message.
//
strcpy(teamName, creation_message->teamName);
//
// Resolve the BTTeam entity that owns this team name.
//
teamEntity = NULL;
EntityGroup *teams = application->GetEntityManager()->FindGroup("Teams");
if (teams)
{
ChainIteratorOf<Node*> iterator(teams->groupMembers);
BTTeam *team;
while ((team = (BTTeam *)iterator.ReadAndNext()) != NULL)
{
if (strcmp(team->teamName, teamName) == 0)
{
teamEntity = team;
break;
}
}
}
freeForAll = True;
//
// Cache the mission (experience level / advanced-damage source).
//
BTMission *bt_mission =
Cast_Object(BTMission *, application->GetCurrentMission());
btMission = bt_mission;
if (GetInstance() == ReplicantInstance)
{
//
// Replicant: driven by console-update messages.
//
SetPerformance(&BTPlayer::PlayerSimulation);
}
else
{
//
// Master: derive the game-mode flags from the mission experience level
// (the egg's per-pilot "experience" token). The binary rows for
// (simLive, heatModelOn, levelFlag26c, levelFlag270):
// nov 0,0,0,0 / std 1,0,1,1 / vet 1,1,1,1 / exp 1,1,0,1.
// Standard mode is LIVE but has no heat model -- authentic.
//
Check(bt_mission);
experienceLevel = bt_mission->ExperienceLevel();
switch (experienceLevel)
{
case BTMission::NoviceMode:
simLive = 0;
heatModelOn = 0;
levelFlag26c = 0;
levelFlag270 = 0;
break;
case BTMission::StandardMode:
simLive = 1;
heatModelOn = 0;
levelFlag26c = 1;
levelFlag270 = 1;
break;
case BTMission::VeteranMode:
simLive = 1;
heatModelOn = 1;
levelFlag26c = 1;
levelFlag270 = 1;
break;
case BTMission::ExpertMode:
simLive = 1;
heatModelOn = 1;
levelFlag26c = 0;
levelFlag270 = 1;
break;
}
advancedDamageOn = bt_mission->AdvancedDamageOn();
advancedDamageOn2 = advancedDamageOn;
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[exp] master player experience=" << experienceLevel
<< " simLive=" << (int)simLive
<< " heatModelOn=" << (int)heatModelOn
<< " advDamage=" << (int)advancedDamageOn << endl << flush;
}
}
killCount = 0;
padScore = 0;
objectiveMech = NULL;
lastPerformance = lastConsoleUpdate = lastUpdate;
//
// Bind the SCORING ROLE (the binary ctor tail @004c0bc8: look the role
// up in the mission's role dictionary by the MakeMessage roleName and
// stash it at this+0x208). BTL4Mission::SetPlayerData populated the
// dictionary before any player exists; the role carries the score
// modifiers AND the lives counter (returnFromDeath). A missing page
// leaves the base ctor's NULL (dev shape: infinite lives, raw-damage
// scores).
//
if (btMission != NULL)
{
scenarioRole =
Cast_Object(BTMission *, btMission)->GetScenarioRole(
creation_message->roleName);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[role] '" << creation_message->roleName << "'";
if (scenarioRole != NULL)
{
DEBUG_STREAM
<< " lives=" << scenarioRole->GetReturnFromDeath()
<< " killBonus=" << scenarioRole->GetKillBonus()
<< " dmgMod=" << scenarioRole->GetDamageInflictedModifier();
}
else
{
DEBUG_STREAM << " NOT FOUND (role-less: infinite lives)";
}
DEBUG_STREAM << endl << flush;
}
}
Check_Fpu();
}
//
//#############################################################################
//#############################################################################
//
BTPlayer::~BTPlayer()
{
Check(this);
Check_Fpu();
}
//
//#############################################################################
// Make
//#############################################################################
//
BTPlayer*
BTPlayer::Make(MakeMessage *creation_message)
{
return new BTPlayer(creation_message);
}
//
//#############################################################################
//#############################################################################
//
Logical
BTPlayer::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// GetExperienceLevel
//#############################################################################
//
Enumeration
BTPlayer::GetExperienceLevel()
{
Check(this);
Check(btMission);
return Cast_Object(BTMission *, btMission)->ExperienceLevel();
}
//
//#############################################################################
// DropZoneReplyMessageHandler The spawn / respawn handshake: when the drop
// zone replies with our spawn location we create (or, on respawn, reset) the
// player's vehicle there and bind it to us.
//
// The mech placement / respawn-reset tail depends on the Mech subsystem
// (Mech::MechClassID / Mech::Reset), which is not yet reconstructed; the
// dispatch skeleton below halts at CreatePlayerVehicle -> Mech::Make on the
// first (fresh-drop) reply. See BTPLAYER.NOTES.md.
//#############################################################################
//
void
BTPlayer::DropZoneReplyMessageHandler(DropZone__ReplyMessage *message)
{
Check(this);
Check(message);
if (!playerVehicle)
{
CreatePlayerVehicle(message->dropZoneLocation);
InitializePlayerLink();
//
// Choose the per-vehicle Performance from the vehicle's class. A piloted
// mech runs the combat PlayerSimulation and is a scoring player; a
// camera-ship observer runs CameraShipSimulation and never ranks. This
// is load-bearing for mission flow: switching off HuntForDropZone onto
// PlayerSimulation is what starts the launch-fade countdown that advances
// the application to RunningMission (so the world begins executing).
//
if (playerVehicle->GetClassID() == (Entity::ClassID)MechClassID)
{
SetPerformance(&BTPlayer::PlayerSimulation);
SetScoringPlayerFlag();
}
else
{
SetPerformance((Performance)&Player::CameraShipSimulation);
playerRanking = -1;
}
//
// (Mech placement -- Mech::Reset heal+move to the drop-zone origin, the
// translocation cockpit alarm, and the warp-sphere reveal -- is deferred
// with the mech per-frame simulation; the fresh mech sits at its ctor
// origin for now.)
//
AlwaysExecute();
deathCount = 0;
//
// DEV harness (BT_SPAWN_ENEMY=1): spawn a second, unowned mech 150 u
// down +Z from the drop zone through the SAME make machinery (its
// Entity ctor self-registers with the host manager; no player link, so
// its gates read dev-permissive) and hand it to our mech as the
// TARGET. The authentic target writer is the reticle pick (the
// render/mech4 wave); this gives the fire/damage path a live opponent
// headlessly.
//
if (getenv("BT_SPAWN_ENEMY")
&& playerVehicle->GetClassID() == (Entity::ClassID)MechClassID)
{
HostManager *host_manager = application->GetHostManager();
Check(host_manager);
ResourceDescription *mech_res =
application->GetResourceFile()->FindResourceDescription(
playerMission->GetGameModel(),
ResourceDescription::ModelListResourceType
);
Check(mech_res);
mech_res->Lock();
Origin enemy_location = message->dropZoneLocation;
enemy_location.linearPosition.z += 150.0f;
Mech::MakeMessage
create_enemy(
Mech::MakeMessageID,
sizeof(Mech::MakeMessage),
EntityID(host_manager->GetLocalHostID()),
(Entity::ClassID)MechClassID,
EntityID::Null,
mech_res->resourceID,
Mech::DefaultFlags,
enemy_location,
Motion::Identity,
Motion::Identity,
playerMission->GetBadgeName(),
playerMission->GetColorName(),
((BTMission *)playerMission)->GetPatchName()
);
mech_res->Unlock();
Mech *enemy = Mech::Make(&create_enemy);
Register_Object(enemy);
((Mech *)playerVehicle)->SetTargetEntity(enemy);
//
// Mutual: the enemy targets us back -- with BT_FORCE_FIRE its
// weapons return fire (its gates read dev-permissive, no player
// link), giving the damage cascade a live INCOMING side too.
//
enemy->SetTargetEntity(playerVehicle);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[enemy] spawned " << (void *)enemy
<< " at z+150, zones=" << enemy->damageZoneCount
<< " -> target locked" << endl << flush;
}
}
}
else if (deathCount == message->deathCount)
{
if (GetSimulationState() == MissionEndingState)
{
Check_Fpu();
return;
}
//
// RESPAWN: reset the existing dead mech in place (the authentic
// reset-based respawn -- the same entity heals and teleports; the
// old sever-and-recreate model was the 1995 port's "two mechs"
// glitch family). A duplicate reply / 2s probe on a mech that is
// already alive again has nothing to do. The level-2 translocation
// cockpit alarm + warp reveal join the cockpit/render waves.
//
if (playerVehicle != NULL
&& playerVehicle->GetClassID() == (Entity::ClassID)MechClassID
&& ((Mech *)playerVehicle)->IsMechDestroyed())
{
((Mech *)playerVehicle)->Reset(message->dropZoneLocation, True);
deathPending = False;
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[respawn] death #" << deathCount
<< " -- mech reset at the drop zone" << endl << flush;
}
}
}
Check_Fpu();
}
//
//#############################################################################
// CreatePlayerVehicle Build the player's mech from the mission game-model
// resource and bind it as the viewpoint entity. (An observer player gets a
// MUNGA camera ship from the base Player::CreatePlayerVehicle instead.)
//
// Constructs the Mech::MakeMessage and hands it to MakeAndLinkViewpointEntity,
// which routes through the registry to Mech::Make -> the Mech ctor (the mech
// subsystem, not yet reconstructed -- current boot frontier).
//#############################################################################
//
void
BTPlayer::CreatePlayerVehicle(Origin mech_location)
{
Check(this);
Check(application);
ResourceFile *resources = application->GetResourceFile();
Check(resources);
Check_Pointer(playerMission->GetGameModel());
HostManager *host_manager = application->GetHostManager();
Check(host_manager);
//
// Make any MUNGA-level vehicle (a camera ship for an observer player).
//
Player::CreatePlayerVehicle(mech_location);
//
// If the player still has no vehicle, build him a mech and link to it.
//
if (!playerVehicle)
{
ResourceDescription *mech_res =
resources->FindResourceDescription(
playerMission->GetGameModel(),
ResourceDescription::ModelListResourceType
);
Check(mech_res);
mech_res->Lock();
Mech::MakeMessage
create_player(
Mech::MakeMessageID,
sizeof(Mech::MakeMessage),
EntityID(host_manager->GetLocalHostID()),
(Entity::ClassID)MechClassID,
EntityID::Null,
mech_res->resourceID,
Mech::DefaultFlags,
mech_location,
Motion::Identity,
Motion::Identity,
playerMission->GetBadgeName(),
playerMission->GetColorName(),
((BTMission *)playerMission)->GetPatchName()
);
mech_res->Unlock();
playerVehicle = application->MakeAndLinkViewpointEntity(&create_player);
Register_Object(playerVehicle);
}
}
//
//#############################################################################
// InitializePlayerLink Tell our freshly-made vehicle (and its network
// replicants) which player owns it, by dispatching a PlayerLinkMessage that
// carries our own EntityID. Identical to the engine's own
// CameraDirector::CreateCameraShip tail (DIRECTOR.CPP): BTPlayer, Player and
// CameraDirector all derive from Entity, so PlayerLinkMessage /
// PlayerLinkMessageID / GetEntityID resolve through the Entity base.
//#############################################################################
//
void
BTPlayer::InitializePlayerLink()
{
Check(this);
Check(playerVehicle);
PlayerLinkMessage
player_link_message(
PlayerLinkMessageID,
sizeof(PlayerLinkMessage),
GetEntityID()
);
playerVehicle->Dispatch(&player_link_message);
playerVehicle->DispatchToReplicants(&player_link_message);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[link] InitializePlayerLink -> vehicle playerLink="
<< (void *)playerVehicle->GetPlayerLink() << endl << flush;
}
Check_Fpu();
}
//
//#############################################################################
// Scoring / death handlers -- exercised in combat, not during bring-up boot.
//#############################################################################
//
//
//#############################################################################
// VehicleDeadMessageHandler The BT death / respawn cycle. Three message
// flavours arrive here, keyed on message->deathCount:
// -1 the immediate death notification dispatched by the mech's death
// transition (mech4.cpp) -- the full cycle (scoring-role life debit,
// +5s respawn re-post, warp collapse) is downstream of the per-frame
// mech simulation + scoring roles and is staged for now;
// >= 0 our own 5s respawn re-post, and
// -2 the engine's 2s "did the drop-zone reply arrive?" probe that
// Player::HuntForDropZone posts during a normal spawn.
// For everything but -1 the authentic engine base handler does exactly the
// right thing: it re-hunts a drop zone only when this death is still current
// AND one has not been acquired, so a freshly-spawned player (bring-up boot:
// the -2 probe lands after DropZoneReply already made the mech) falls straight
// through. So delegate the non-death flavours to the base.
//#############################################################################
//
void
BTPlayer::VehicleDeadMessageHandler(VehicleDeadMessage *message)
{
Check(this);
Check(message);
if (GetSimulationState() == MissionEndingState)
{
Check_Fpu();
return;
}
if (message->deathCount != -1)
{
//
// The +5s re-post / the 2s probes: if the mech LIVES again the drop
// zone was acquired and the cycle is moot (1995 semantics: "if the
// player has a vehicle again ... moot"; reset-based, so the gate is
// the mech's own death latch).
//
if (playerVehicle != NULL
&& playerVehicle->GetClassID() == (Entity::ClassID)MechClassID
&& !((Mech *)playerVehicle)->IsMechDestroyed())
{
deathPending = False;
Check_Fpu();
return;
}
Player::VehicleDeadMessageHandler(message);
Check_Fpu();
return;
}
//
// The IMMEDIATE death notification (deathCount == -1, dispatched by the
// mech's once-per-death transition). Binary @004c05c4:
// dedup on deathPending (one death, one cycle), bump + stamp deathCount
// (the base handler's identity gate), debit a life from the scoring
// role, and post the +5s respawn re-post (RespawnDelay @004c0830) --
// which falls into the base handler's drop-zone hunt. Out of lives ->
// the mission-review post (deferred with the scoring wave). The warp
// collapse + cockpit death alarm join the render/cockpit waves.
//
if (deathPending)
{
Check_Fpu();
return;
}
deathPending = True;
++deathCount;
message->deathCount = deathCount;
if (scenarioRole != NULL)
{
scenarioRole->SetReturnFromDeath(
scenarioRole->GetReturnFromDeath() - 1);
}
if (scenarioRole == NULL
|| scenarioRole->GetReturnFromDeath() > 0)
{
Time when = Now();
when += 5.0f;
application->Post(HighEventPriority, this, message, when);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[vdead] death #" << deathCount
<< " lives="
<< ((scenarioRole != NULL)
? scenarioRole->GetReturnFromDeath() : -1)
<< " -- respawn posted +5s" << endl << flush;
}
}
else
{
//
// OUT OF LIVES. The binary posts an id-0x18 message at +10s (the
// mission-review kick; its exact receiver sits in the one decomp
// gap 4c05c4..4c083c). STAGED stand-in with the engine's own
// end-of-mission entry: StopMissionMessage at +10s -- the full
// authentic cascade runs from there (EndingMission -> the player's
// 3s fade -> the second Stop -> Application::Stop -> RunMissions
// exits -> GAME-RC). The review/playback launch joins the
// mission-review wave.
//
Application::StopMissionMessage stop_mission(NullExitCodeID);
Time when = Now();
when += 10.0f;
application->Post(HighEventPriority, application, &stop_mission, when);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[vdead] death #" << deathCount
<< " OUT OF LIVES -- mission end posted +10s"
<< endl << flush;
}
}
}
void
BTPlayer::ScoreMessageHandler(ScoreMessage *message)
{
Check(this);
Check(message);
//
// Binary @004c02e4. Master-only; everything is ignored once the
// mission is ending. Type 0 has its own handler; type 1 = points LOST
// for damage taken; type 2 = the kill credit. The tonnage ratio
// (mech+0x4bc) and mech damage bias (+0x354) are STAGED at 1.0/0.0
// (members not reconstructed): awards degrade to the role-scaled
// damage figures, raw damage with no role (the dev shape).
//
if (GetSimulationState() == MissionEndingState)
{
return;
}
HostManager *host_manager = application->GetHostManager();
Entity *sender_mech =
(Entity *)host_manager->GetEntityPointer(message->senderMechID);
switch (message->scoreType)
{
case DamageReceivedScore:
if (sender_mech != NULL && sender_mech != playerVehicle
&& scenarioRole != NULL)
{
message->scoreAward =
scenarioRole->CalcDamageReceivedScore(message->damageAmount);
// (the console VTV-damaged feed joins the console wave)
Player::ScoreMessageHandler(message);
}
break;
case KillScore:
{
Scalar award = CalcInflictedScore(
message->damageAmount, sender_mech, message->scoreAward);
if (sender_mech != NULL && sender_mech == playerVehicle)
{
//
// Suicide: no credit, no kill count.
//
award = -award;
}
else
{
++killCount;
// (the victim-side status ticker joins the console wave)
}
message->scoreAward = award;
Player::ScoreMessageHandler(message);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[score] KILL award=" << award
<< " kills=" << killCount
<< " score=" << currentScore << endl << flush;
}
}
break;
default:
//
// Type 0 belongs to the ScoreInflicted handler (the binary asserts
// here); drop it quietly in the opt shape.
//
break;
}
Check_Fpu();
}
void
BTPlayer::ScoreInflictedMessageHandler(ScoreMessage *message)
{
Check(this);
Check(message);
//
// Binary @004c0200 (type 0 only): points EARNED for damage delivered.
// Accumulates DIRECTLY into currentScore (not via the base handler);
// negated for self-hits. Tonnage ratio staged 1.0.
//
if (GetSimulationState() == MissionEndingState)
{
return;
}
HostManager *host_manager = application->GetHostManager();
Entity *target_mech =
(Entity *)host_manager->GetEntityPointer(message->senderMechID);
Scalar award = CalcInflictedScore(message->damageAmount, target_mech, 0.0f);
if (target_mech != NULL && target_mech == playerVehicle)
{
award = -award;
}
currentScore += award;
Check_Fpu();
}
void
BTPlayer::ScoreUpdateMessageHandler(ScoreMessage *message)
{
Check(this);
Check(message);
//
// Binary @004c02a8: the network score resync -- fold the carried award
// straight through the base handler.
//
Player::ScoreMessageHandler(message);
Check_Fpu();
}
//
//#############################################################################
// CalcInflictedScore (binary @004c052c) -- the shared damage -> points
// converter. factor = -friendlyFirePenalty on a team hit, else
// (mechDamageBias x roleDamageBias + 1); STAGED: mech damage bias (+0x354)
// unreconstructed = 0, so factor degrades to 1 (or the friendly penalty).
//#############################################################################
//
Scalar
BTPlayer::CalcInflictedScore(
Scalar damage_amount,
Entity * /*other_mech -- the team / bias source, staged*/,
Scalar bias
)
{
Check(this);
if (scenarioRole == NULL)
{
return damage_amount + bias;
}
return (damage_amount + bias)
* scenarioRole->GetDamageInflictedModifier();
}
//
//#############################################################################
// PlayerSimulation -- the master player's per-frame Performance (installed by
// DropZoneReply once the mech exists, and by the replicant ctor). Chains the
// authentic engine base Player::PlayerSimulation, which is what actually drives
// mission flow: CalcRanking + ManageApplicationStatus (counts down the launch
// fade and, when it expires, dispatches the second RunMissionMessage that
// advances LaunchingMission -> RunningMission so the world starts executing) +
// vehicle-position copy + status-message service.
//
// The BT-specific tail is the periodic console SCORE-delta flush
// (ConsolePlayerVTVScoreUpdateMessage over the network to the operator
// console). It is a no-op without a live console host and needs the networked
// console-message type; it is deferred to the scoring wave.
//#############################################################################
//
void
BTPlayer::PlayerSimulation(Scalar time_slice)
{
Check(this);
Player::PlayerSimulation(time_slice);
Check_Fpu();
}