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>
37 lines
649 B
C++
37 lines
649 B
C++
#include "munga.h"
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#pragma hdrstop
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#include "unitvec.h"
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UnitVector& UnitVector::Lerp(const UnitVector& /*v1*/, const UnitVector& /*v2*/, Scalar /*t*/)
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{
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Check_Pointer(this);
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Tell("UnitVector::Lerp stubbed out!\n");
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return *this;
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}
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Logical UnitVector::TestInstance() const
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{
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Scalar length = Vector3D::LengthSquared();
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Scalar diff = 1.0f - length;
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if (!Small_Enough(diff, 2e-5))
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{
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length = x*x + y*y + z*z;
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diff = 1.0f - length;
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if (!Small_Enough(diff, 2e-5))
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{
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Dump(*this);
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Dump(length);
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Dump(x*x + y*y + z*z);
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Dump(diff);
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return false;
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}
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}
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return true;
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}
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#if defined(TEST_CLASS)
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#include "unitvec.tcp"
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#endif
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