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>
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
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typedef struct
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{
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int state;
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void *collideEntity;
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void *pickEntity;
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void *pickRelocateHandle;
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void *relocateData;
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}VCBodyPartAppInfo;
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typedef struct
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{
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VCEntity *entity;
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VCAttribute *bodyPart;
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VCBody *body;
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}VCBodyAppCallbackData;
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typedef struct
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{
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VCAttribute *bodyPart;
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VCBody *body;
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}VCBodyAppRelocateData;
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#define VC_BODYAPP_COLLIDED 0x00000001
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#define VC_BODYAPP_PICK_PRESSED 0x00000002
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typedef void (*VCBodyTouchFunc)(VCBodyAppCallbackData *callbackData, void *data);
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typedef void (*VCBodyUnTouchFunc)(VCBodyAppCallbackData *callbackData, void *data);
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typedef void (*VCBodyPickFunc)(VCBodyAppCallbackData *callbackData, void *data);
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typedef void (*VCBodyDropFunc)(VCBodyAppCallbackData *callbackData, void *data);
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typedef void (*VCBodyMoveFunc)(VCBodyAppCallbackData *callbackData, void *data);
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typedef struct
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{
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void *touchFunc;
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void *unTouchFunc;
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void *pickFunc;
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void *dropFunc;
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void *moveFunc;
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} VCBodyFuncInfo;
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void *VCBody_AttachInteractionCallbacks(VCBody *body, VCBodyTouchFunc touchFunc,
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VCBodyUnTouchFunc unTouchFunc, VCBodyPickFunc pickFunc,
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VCBodyDropFunc dropFunc, VCBodyMoveFunc moveFunc, void *data);
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void VCBody_DetachInteractionCallbacks(VCBody *body, void *callbackHandle);
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