The binding was in the zone ctor all along: Ghidra dropped the two arg pushes @0049d0e1 (Slot::AddImplementation(subsystemArray[streamedIndex])), making it read as a bare Resolve(). DZSlot stand-in -> engine SlotOf<T>; SendSubsystemDamage rewritten to the recovered @0049c9a8 body (allotment into the subsystem's OWN private zone; vital -> graphicAlarm 9); CriticalHit -> real ApplyDamageAndMeasure; parentArtifactZone.Add revived (LOD damage averaging); videoObjectFlag renamed vitalSubsystem (+0xE4). BT_CRIT_PROBE diag added. Verified: 66 plugs bound/mech; probe-destroyed zone -> crits damaged/DESTROYED, statusAlarm + destroyed-skin chain fire; MP kill + solo un-regressed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
490 lines
18 KiB
C++
490 lines
18 KiB
C++
//===========================================================================//
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// File: mechsub.cpp //
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// Project: BattleTech Brick: Entity Manager //
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// Contents: MechSubsystem -- BT damage-coupled base for all mech subsystems //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// --/--/95 ?? Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED from the shipped binary (BEST-EFFORT). Behaviour follows the
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// Ghidra pseudo-C for the cluster @0x4ac07c..@0x4ac9ec. No function in the
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// cluster is linker-tagged (all file=?); the module name "mechsub.cpp" is taken
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// from the surviving MECHTECH.HPP `#include <mechsub.hpp>`. This cluster was
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// previously attributed to heat.cpp's "Subsystem/HeatableSubsystem base"; the
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// classID 0xBBB / model 0xE4 streamer @0x4ac9ec, the "MechSubsystem"
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// Derivation name (@0x50def5), the DamageZone coupling, and the absence of any
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// thermal field access show it is MechSubsystem. See mechsub.hpp for the full
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// reconciliation note and the CLASSMAP correction. Each method cites its @ADDR.
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//
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// Float constants converted to decimal:
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// _DAT_004ac140 = 0x3f800000 = 1.0f (status threshold)
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// _DAT_004ac18c = 0x3f800000 = 1.0f (GetStatusFlags upper threshold)
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// _DAT_004ac190 = 0.0f (GetStatusFlags lower threshold)
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// _DAT_004ac860 = 0x3f800000 = 1.0f (armour-inversion numerator)
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// _DAT_004ac864 = 0x38d1b717 ~= 1e-4f (armour-inversion epsilon)
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// DAT_004e0f80 = identity ResourceID
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//
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// Helper-function name mapping (engine internals referenced by the decomp):
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// FUN_0041c5c0 Subsystem ctor (name + classID overload)
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// FUN_0041c52c Subsystem ctor (resource overload)
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// FUN_0041c648 Subsystem dtor FUN_0041c684 Subsystem::CreateStreamed
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// FUN_0041bbd8 AlarmIndicator::SetLevel(n)
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// FUN_0041de1c DamageZone ctor (0x160) FUN_004023f4 RefCount ctor
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// FUN_00402298 operator new FUN_004022d0 operator delete
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// FUN_00402a98 TextString connection bind
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// FUN_00408440 ResourceID copy
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// FUN_0041c800 (assert / GenerateFault default)
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// FUN_004dcd00 fabsf()
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// FUN_004dbb24 DebugStream::operator<< FUN_004d9c38 endl
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// FUN_00404088/0118/0190 NotationFile::Read(char**/float*/int*)
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// FUN_004274f8 Get_Segment_Index FUN_004d4b58 Strcmp()
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MECHSUB_HPP)
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# include <mechsub.hpp>
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#endif
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//
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// Tuning constants observed as read-only globals in the decomp.
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//
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static const Scalar StatusThreshold = 1.0f; // _DAT_004ac140 / _DAT_004ac18c
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static const Scalar StatusFloor = 0.0f; // _DAT_004ac190
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static const Scalar ArmourNumerator = 1.0f; // _DAT_004ac860
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static const Scalar ArmourEpsilon = 1.0e-4f; // _DAT_004ac864
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static const Scalar ResourceUnset = -1.0f; // 0xbf800000
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//
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// Status-state name table @0x50de74 walked by LookupStatusType (@0x4ac194).
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//
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struct StatusNameEntry { const char *name; int value; };
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static const StatusNameEntry StatusNameTable[] =
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{
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{ "Destroyed", 0 },
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{ "Damaged", 1 },
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{ "CoolantLeaking", 2 },
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{ "Overheating", 3 },
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{ "AmmoBurning", 4 },
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{ "Jammed", 5 },
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{ "BadPower", 6 },
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{ 0, 0 }
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};
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//
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// Status-state name table @0x50de74 -> {char* name, int value} pairs, walked by
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// LookupStatusType (@0x4ac194). Names @0x50df17.
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//
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// PTR_s_Destroyed_0050de74 = {
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// "Destroyed",0, "Damaged",1, "CoolantLeaking",2, "Overheating",3,
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// "AmmoBurning",4, "Jammed",5, "BadPower",6, 0
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// };
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//#############################################################################
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// Shared Data Support
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//
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MechSubsystem::SharedData
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MechSubsystem::DefaultData(
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&MechSubsystem::ClassDerivations,
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ReconMessageHandlers,
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ReconAttributeIndex,
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MechSubsystem::StateCount
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);
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Derivation
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MechSubsystem::ClassDerivations(
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Subsystem::GetClassDerivations(),
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"MechSubsystem" // @0x50def5
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);
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//#############################################################################
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// Construction / Destruction
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//
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//
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// @0x4ac530 -- light constructor (name + classID). Chains the MUNGA Subsystem
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// name/classID ctor, lays the vtable @0x50e210, allocates the status memory
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// block and a DamageZone (0x160 bytes) named "None", and primes flags.
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//
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MechSubsystem::MechSubsystem(
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Mech *owner,
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int subsystem_ID,
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const char *subsystem_name,
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RegisteredClass::ClassID class_id,
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SharedData &shared_data
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):
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Subsystem(owner, subsystem_ID, subsystem_name, class_id, shared_data) // FUN_0041c5c0
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{
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refCount = NewRefCount(0x10); // this[0x3d]
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this->owner = owner; // this[0x34] -- the owning Mech (canonical)
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hostEntity = owner; // this[0x3a] = param_7
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subsystemId2 = subsystem_ID; // this[0x3b] = param_8
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vitalSubsystem = 0; // this[0x39]
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BindName(refCount, "None"); // FUN_00402a98(.,this+0x3d,"None") @0x50df7a
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alarmModel = 0; // identity ResourceID // FUN_00408440(this+0x3e, identity)
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criticalReference = 0; // this[0x42]
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collisionCriticalHitWeight = 0; // this[0x43]
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printSimulationState = 0; // this[0x41]
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vitalSubsystemIndex = -1; // this[0x44]
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damageZone = (ReconDamageZone *)new DamageZone(this, 0); // this[0x38] = FUN_0041de1c(new 0x160, this, 0)
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}
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//
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// @0x4ac644 -- resource constructor. Chains the MUNGA Subsystem resource ctor,
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// lays the same vtable @0x50e210, builds the DamageZone, and seeds it from the
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// resource: structureReference -> DamageZone+0x140, armorByFacing[5] ->
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// DamageZone+0x144..+0x154. Each armour scalar is then inverted to a
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// per-facing absorption coefficient (1.0 / (armour * reference)) where the
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// reciprocal exceeds the epsilon.
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// (heat.cpp mislabels this ctor as "HeatableSubsystem"; the thermal fields it
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// claims at this+0x114 are never written here -- they belong to HeatSink.)
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//
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MechSubsystem::MechSubsystem(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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Subsystem(owner, subsystem_ID, subsystem_resource, shared_data) // FUN_0041c52c
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{
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refCount = NewRefCount(0x10); // this[0x3d]
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this->owner = owner; // this[0x34] -- the owning Mech. (The recon
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// ctor only set hostEntity; subclasses read
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// `owner` widely -> must be set or it is garbage.)
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statusAlarm.SetLevel(0); // FUN_0041bbd8(this+0xb, 0)
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hostEntity = (Mech *)subsystem_resource->segmentIndex; // this[0x3a]=param_6
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subsystemId2 = subsystem_ID; // this[0x3b]=param_7
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resource = subsystem_resource; // this[0x3c]
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vitalSubsystemIndex = -1; // this[0x44]
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vitalSubsystem = (subsystem_resource->vitalSubsystemIndex == 1); // res+0x48==1
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BindName(refCount, subsystem_resource->videoObjectName); // res+0x4c
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alarmModel = subsystem_resource->alarmModel; // res+0xcc -> this[0x3e]
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printSimulationState = subsystem_resource->printSimulationState; // res+0xd8
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criticalReference = subsystem_resource->criticalReference; // res+0xe0
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collisionCriticalHitWeight = subsystem_resource->collisionCriticalHitWeight; // res+0xdc
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damageZone = (ReconDamageZone *)new DamageZone(this, 0); // this[0x38]
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BindName((char *)damageZone + 0x15c, GetName()); // FUN_00402a98(., dz+0x15c, name)
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// structure reference and per-facing armour into the DamageZone
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damageZone->structureReference = subsystem_resource->structureReference; // dz+0x140 = res+0x44
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for (int i = 0; i < 5; ++i)
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{
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damageZone->armour[i] = subsystem_resource->armorByFacing[i]; // dz+0x144+i = res+0x30+i
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}
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// invert each facing into an absorption coefficient
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for (int i = 0; i < 5; ++i)
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{
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Scalar a = damageZone->armour[i] - ArmourNumerator / damageZone->structureReference;
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if (ArmourEpsilon < fabsf(a)) // FUN_004dcd00
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{
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damageZone->armour[i] =
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ArmourNumerator / (damageZone->armour[i] * damageZone->structureReference);
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}
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}
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}
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//
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// @0x4ac868 -- releases the DamageZone (virtual slot0, arg 3), drops the status
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// memory block, then chains the MUNGA Subsystem dtor.
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//
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MechSubsystem::~MechSubsystem()
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{
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// *this = &PTR_FUN_0050e210; damageZone->~DamageZone(); release(refCount);
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// FUN_0041c648(this, 0) (Subsystem dtor)
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}
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Logical MechSubsystem::TestClass(Mech &) { return True; }
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Logical MechSubsystem::TestInstance() const { return IsDerivedFrom(ClassDerivations); }
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//
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// gauge-complete wave: this subsystem's OWN structural damage level [0,1] (0=intact,
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// 1=destroyed). The zone at this+0xE0 is an ENGINE DamageZone (new DamageZone(this,0)
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// above); read/write its public NAMED damageLevel (DAMAGE.h) via the ENGINE type --
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// NOT the ReconDamageZone proxy (whose offset-0 structureLevel aliases the vtable ptr
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// as a float = garbage). The binary reads/writes *(this[0x38]+0x158) for exactly this
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// (SensorSimulation @004b1c4c, UpdateCoolant @004adbf8, HeatSink::HandleMessage @004add6c).
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//
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Scalar MechSubsystem::GetSubsystemDamageLevel() const
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{
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return damageZone ? ((DamageZone *)damageZone)->damageLevel : 0.0f;
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}
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//
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// @0049c9a8 (zone-side inline) -- the destroyed-side effects applied when a
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// crit drives this subsystem's own zone to 1.0: status Destroyed, the gated
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// debug print, and the zone's state valve. (task #2)
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//
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void MechSubsystem::ForceCriticalFailure()
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{
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statusAlarm.SetLevel(1); // +0x2C: 1 = Destroyed
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if (printSimulationState) // +0x104 gate
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{
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PrintState(); // vtable slot 0x34 @4ac8c0
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}
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if (damageZone != 0)
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{
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((DamageZone *)damageZone)->SetDamageZoneState(1); // zone+0x10
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}
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}
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void MechSubsystem::SetSubsystemDamageLevel(Scalar level)
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{
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if (damageZone)
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{
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((DamageZone *)damageZone)->damageLevel = level;
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}
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}
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//#############################################################################
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// Subsystem virtual overrides
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//
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//
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// @0x4ac144 -- damage tier from the DamageZone structure level (dz+0x158):
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// >= 1.0 -> 1 (intact / nominal), > 0.0 -> 2 (damaged), else 0 (dead).
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//
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LWord
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MechSubsystem::GetStatusFlags()
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{
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Scalar structure = damageZone->structureLevel; // *(this[0x38]+0x158)
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if (StatusThreshold <= structure) return 1; // _DAT_004ac18c
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if (StatusFloor < structure) return 2; // _DAT_004ac190
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return 0;
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}
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//
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// @0x4ac0bc -- per-frame structure watchdog. Forwards the message to the base
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// (vtable+0x18), and when the DamageZone structure has recovered to >= 1.0,
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// raises the status alarm to level 1, fires the alarm-changed callback, pins
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// structure to exactly 1.0, and (if a model is attached) raises alarm 9 on the
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// owner's status block.
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//
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Logical
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MechSubsystem::HandleMessage(int message)
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{
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(*BaseSlot0x18())(this, message); // *(this[0x38].vtable+0x18)
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if (StatusThreshold <= damageZone->structureLevel) // _DAT_004ac140
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{
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statusAlarm.SetLevel(1); // FUN_0041bbd8(this+0xb, 1)
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if (printSimulationState != 0) // this[0x41]
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{
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OnAlarmChanged(); // (*this.vtable+0x34)(this)
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}
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damageZone->structureLevel = 1.0f; // dz+0x158 = 1.0
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if (vitalSubsystem != 0) // this[0x39]
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{
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((Mech *)owner)->RaiseStatusAlarm(9); // FUN_0041bbd8(owner+0x2c, 9)
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}
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}
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return True;
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}
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//
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// @0x4ac1d4 -- reset. On powered==0: restore structure to 1.0, set status
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// alarm level 1 and fire the alarm-changed callback. Otherwise delegate to the
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// fault/assert path (FUN_0041c800).
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//
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void
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MechSubsystem::ResetToInitialState(Logical powered)
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{
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if (!powered)
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{
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if (damageZone != 0)
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{
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damageZone->structureLevel = 1.0f; // dz+0x158 = 1.0
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}
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statusAlarm.SetLevel(1); // FUN_0041bbd8(this+0xb, 1)
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if (printSimulationState != 0)
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{
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OnAlarmChanged(); // (*this.vtable+0x34)(this)
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}
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}
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else
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{
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GenerateFaultDefault(); // FUN_0041c800
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}
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}
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//
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// @0x4ac22c -- ClearStatus: zero the structure and both alarms (the status
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// alarm and the DamageZone's own alarm), then fire the alarm-changed callback.
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//
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void
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MechSubsystem::ClearStatus()
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{
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damageZone->structureLevel = 0.0f; // dz+0x158 = 0
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damageZone->alarm.SetLevel(0); // FUN_0041bbd8(dz+0x10, 0)
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statusAlarm.SetLevel(0); // FUN_0041bbd8(this+0xb, 0)
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if (printSimulationState != 0)
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{
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OnAlarmChanged();
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}
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}
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//
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// @0x4ac8c0 -- prints "<name> = <SimulationState>". Status @this+0x40.
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//
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void
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MechSubsystem::PrintState()
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{
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switch (simulationState) // *(this+0x40)
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{
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case DefaultState: DebugStream << GetName() << " = DefaultState" << endl; break; // 0050df99
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case DestroyedState: DebugStream << GetName() << " = Destroyed" << endl; break; // 0050df7f
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case ExplodingState: DebugStream << GetName() << " = Exploding" << endl; break; // 0050df8c
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default: DebugStream << GetName() << " = UnknownState!!! : "
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<< simulationState << endl; break; // 0050dfa9
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}
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}
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//
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// @0x4ac9c8 -- IsDamaged: true (dead) when the owning mech's electrical bus is
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// down -- *(*(*(owner+0xd0)+0x190)+0x274) == 0.
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//
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Logical
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MechSubsystem::IsDamaged()
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{
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return (*(int *)(*(int *)(*(int *)((char *)owner + 0xd0) + 0x190) + 0x274) == 0);
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}
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//#############################################################################
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// Damage / critical-hit helpers
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//
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//
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// @0x4ac07c -- run TakeDamage (virtual slot+0x24) and return the change in the
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// DamageZone structure level it produced.
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//
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Scalar
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MechSubsystem::ApplyDamageAndMeasure(Damage &damage)
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{
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Scalar before = damageZone->structureLevel; // dz+0x158
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TakeDamage(damage); // (*this.vtable+0x24)(this, &damage)
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return damageZone->structureLevel - before;
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}
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//
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// @0x4ac274 -- distribute a critical hit across the contained critical
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// subsystems. Drives the status alarm through level 2 then 1, pins structure
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// to 1.0, then iterates the critical-subsystem chain (ClassID 0x4E entries),
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// divides the incoming damage amount by the critical count, and re-applies the
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// scaled damage to each, logging "ammo explosion damaging " per hit.
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//
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void
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MechSubsystem::DistributeCriticalHit(Damage &damage)
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{
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statusAlarm.SetLevel(2); if (printSimulationState) OnAlarmChanged();
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statusAlarm.SetLevel(1); if (printSimulationState) OnAlarmChanged();
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damageZone->structureLevel = 1.0f;
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CriticalChain criticals(this); // FUN_004acfa9
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int count = criticals.CountOfType(0x4E); // entries whose +4 == 0x4E
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damage.damageAmount /= (Scalar)count; // per-critical share
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for (CriticalEntry *c = criticals.First(); c != 0; c = criticals.Next())
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{
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DebugStream << "ammo explosion damaging " << c->Subsystem()->GetName(); // 0050df61
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c->Subsystem()->TakeDamage(damage); // (*owner.vtable+0xc)(...)
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}
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}
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//
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// @0x4ac194 -- map a status-state name to its TechStatusType value via the
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// table @0x50de74. Returns False if not found.
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//
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Logical
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MechSubsystem::LookupStatusType(const char *name, int *out_value)
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{
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for (const StatusNameEntry *e = StatusNameTable; e->name != 0; ++e) // PTR @0x50de74
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{
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if (Strcmp(name, e->name) == 0) // FUN_004d4b58
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{
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*out_value = e->value;
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return True;
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}
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}
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return False;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// CreateStreamedSubsystem -- MechSubsystem (@0x4ac9ec)
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//
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// Stamps classID 0xBBB / model size 0xE4 and parses the damage/critical fields
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// on top of the base Subsystem record.
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//
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int
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MechSubsystem::CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes
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)
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{
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if (!Subsystem::CreateStreamedSubsystem( // FUN_0041c684
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model_file, model_name, subsystem_name,
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subsystem_resource, subsystem_file, directories))
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{
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return False;
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}
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subsystem_resource->subsystemModelSize = 0xE4; // res+0x24
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subsystem_resource->classID = (RegisteredClass::ClassID)0x0BBB; // MechSubsystemClassID, res+0x20
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|
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if (passes == 1)
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{
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// first pass: prime to "unset"
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subsystem_resource->criticalReference = ResourceUnset; // res+0xe0 = -1.0f
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for (int i = 0; i < 5; ++i)
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subsystem_resource->armorByFacing[i] = ResourceUnset; // res+0x30.. = -1.0f
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subsystem_resource->structureReference = ResourceUnset; // res+0x44
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subsystem_resource->vitalSubsystemIndex = -1; // res+0x48
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memset(subsystem_resource->videoObjectName, 0, 128); // res+0x4c
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strcpy(subsystem_resource->videoObjectName, "None"); // DAT_0050dfc0
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subsystem_resource->alarmModel = 0; // identity ResourceID // res+0xcc
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subsystem_resource->printSimulationState = 0; // res+0xd8
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subsystem_resource->collisionCriticalHitWeight = 0; // res+0xdc
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}
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|
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model_file->GetEntry(subsystem_name, "PrintSimulationState",
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&subsystem_resource->printSimulationState); // 0050dfc5
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model_file->GetEntry(subsystem_name, "CollisionCriticalHitWeight",
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&subsystem_resource->collisionCriticalHitWeight); // 0050dfda
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|
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const char *videoName = "Unspecified"; // 0050dff5
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model_file->GetEntry(subsystem_name, "VideoObjectName", &videoName); // 0050e001
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if (strcmp(videoName, "Unspecified") != 0) // 0050e011
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|
{
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strcpy(subsystem_resource->videoObjectName, videoName); // res+0x4c
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|
}
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|
|
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const char *vitalName = "Unspecified"; // 0050e01d
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if (!model_file->GetEntry(subsystem_name, "VitalSubsystem", &vitalName) // 0050e029
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&& subsystem_resource->vitalSubsystemIndex == -1)
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|
{
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|
// VitalSubsystem optional; resolved to a segment index when present
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|
}
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|
if (strcmp(vitalName, "Unspecified") != 0)
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|
{
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|
subsystem_resource->vitalSubsystemIndex =
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|
Get_Segment_Index(model_file, model_name, directories, vitalName); // FUN_004274f8
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}
|
|
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|
Check_Fpu();
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return True;
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}
|