Subtask 2.1 - opponent_substitution.h. Hooks OpponentCollection::PopulateFromProperties (sub_2B649C) and overwrites Opponent.CarDescriptionName/ColourIndex at map-load time so a real lobby player's car and colour take an AI opponent's slot. Confirmed live: a Ford Focus RS500 was forced into a slot that held a different car and colour before the hook, on a real (non-synthetic) replay. The starting-grid placement code walks a different vector entirely, so there is an untraced intermediate spawn/resolve step - it was not needed, because whatever it is, it reads these same fields. The header records that honestly rather than claiming the whole chain is understood. Subtask 2.4 - cop_traffic_disable.h. Removes police from multiplayer races. This corrects an earlier hook that only covered sub_F7E9C: tracing callers showed sub_F5EA4 is the per-tick dispatcher and branches on a live flag into two schedulers, both reaching the same SpawnCopCar. Hooking one leaf left the other unblocked, which is why cops were still appearing while the hook logged nothing. Hooking the dispatcher covers both leaves and skips only the spawn decision, leaving the CopManager's other per-tick bookkeeping alone. Civilian traffic and AI opponents are untouched - both are load-bearing for multiplayer. Debug menu scaffold: DebugFeatures.kt is the single switch deciding whether debug UI is built at all; DebugMenuOverlay.kt is the Compose panel. Its Apply deliberately touches no game memory yet - no balance getter/setter has been located (DEBUG_MENU.md section 3) - so it edits local state only rather than pretending to work. Stays on this feature branch, not master: toggle-flag and experimental work does not belong on a release-ready branch. Co-Authored-By: Claude <noreply@anthropic.com>
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269 B
XML
7 lines
269 B
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