Files
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00

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765 B
C++

#include "munga.h"
#pragma hdrstop
#include "time.h"
//#############################################################################
//########################### System Clock ##############################
//#############################################################################
//
SystemClock SystemClock::timer;
long SystemClock::ticksPerSecond = 1000;
long SystemClock::GetRTC()
{
static long time=0L;
return time++;
}
double SystemClock::GetHiRes()
{
static __int64 time = 0;
return (double)time++;
}
__int64 SystemClock::GetHiResTicks()
{
static __int64 time = 0;
return time++;
}
SystemClock::SystemClock()
{
pauseStart = 0L;
pauseTime = 0L;
}
void SystemClock::Shutdown()
{
}
float Get_Frame_Percent_Used()
{
return 0.5f;
}