Somewhere in Tiberian Sun's executable there is a function that does exactly
what you'd want it to do if you were trying to find out whether the Firestorm
expansion is installed. It checks for one of Firestorm's files, and it hands
back yes or no. It has the shape of an answer.
Nothing in an unmodified game ever calls it.
That turned out to be the shape of practically everything this week. A
campaign's win screen quietly picks between three endings depending on the
order two flags get checked, not the order you'd guess. A weather event's own
settings ship almost entirely switched off in the retail data — present, but
functionally dormant. Code built for one purpose gets recompiled, unrenamed,
into a completely different one. A tracking script we wrote ourselves was
quietly hiding more than half of our own finished work from the backlog it
reported. That Firestorm-detection question really does have an answer —
just not the one the perfectly-named function seemed to promise. A wall
we'd already reverse-engineered down to a tidy, four-function port contract
turned out to have a second, undocumented way of killing you. A tool we
were about to build, to read the game's sealed data archives, had already
been finished months ago and forgotten. And a burrowing-unit mechanic that
everyone including us assumed was Tiberian Sun's alone is sitting fully
alive in both sequels, which simply never shipped a unit that uses it.
One thread runs under all of it: the plausible-looking thing — a name, a
flag, a summary, a task description, our own inventory of our own work — is
not always the thing actually running, and the only way to tell is to read
the raw instructions instead of the label.