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Apply consistent visibility and update logic patterns across propulsion (impulse, warp, jump) and combat maneuver control wrappers. This prevents inconsistent UI behaviors when adding, removing, and changing their related components at runtime. Also align header guards on use of #pragma once, and remove unnecessary warp_controls and jump_controls pointers from Helms now that visibility logic is consistently handled in the wrapper components.
Add two new helm keybindings: - helms_warp_max: Request maximum warp level, parallel to max impulse and max jump keybinds. Accommodates warp drives with max_level > 4. - helms_set_warp: Set warp request via joystick axis with simulated detents at each warp level.
Remove outdated documentation suggesting warp controls are limited to factor 4.
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#pragma once.HELMS_WARP_MAXkeybind to support WarpDrive components with a max_level > 4.HELMS_SET_WARPaxis bind to support setting warp factor by throttle or joystick. This functions similarly to the jump drive axis controls, where the minimum axis value (-1) represents warp 0 and the maximum value (+1) represents warp max_level. This also simulates detents at each integer warp factor via rounding of the axis value.commandWarp()docstring that incorrectly suggests that warp factors have a hard maximum limit of 4.