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>
489 lines
20 KiB
C++
489 lines
20 KiB
C++
//===========================================================================//
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// File: messmgr.cpp //
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// Project: BattleTech //
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// Contents: Consolidates Messages from Subsystems and Graphics Generation //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/30/95 JM 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. Behaviour follows the Ghidra
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// pseudo-C cluster @0049b6d8..@0049c3e3 (recovered/all/part_012.c) and the
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// surviving MESSMGR.HPP. Each non-trivial method cites its @ADDR.
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//
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// The SubsystemMessageManager is the per-mech message hub: it accumulates
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// damage / weapon-explosion notifications from the other subsystems during a
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// frame (AddDamageMessage), then, when its Performance fires
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// (ConsolidateAndSendDamage), it folds them into the common-damage record,
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// re-broadcasts TakeDamage messages to the affected entities, and emits the
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// queued explosion graphics to the renderer.
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//
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// Object layout (this+offset), recovered from the ctor/dtor:
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// this[0x07] @0x1C activePerformance (Simulation base; set to
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// ConsolidateAndSendDamage)
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// this[0x34] @0xD0 owner Mech* (Subsystem base)
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// this[0x38] @0xE0 message/graphics helper object (0x160 bytes, created
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// in ctor; engine-internal,
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// NOT declared in MESSMGR.HPP)
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// this[0x39] @0xE4 commonDamageInformation.entityHit
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// this[0x3A] @0xE8 commonDamageInformation.damageZoneIndex
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// this[0x3B] @0xEC commonDamageInformation.impactPoint (Point3D)
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// this[0x3E] @0xF8 rendererCompensateTime
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// this[0x3F] @0xFC weaponExplosions (VChainOf, link vtable @0050b938)
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// this[0x45] @0x114 damageInformation (VChainOf, link vtable @0050b91c)
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// this[0x4B] @0x12C terrainHitExplosionID
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//
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// Helper-function name mapping (engine internals referenced by the decomp):
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// FUN_0041c52c Subsystem base constructor
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// FUN_0041c648 Subsystem destructor
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// FUN_0041de1c message-helper-object constructor (0x160-byte object @0xE0)
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// FUN_00402298 operator new(size) FUN_004022d0 operator delete
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// FUN_00415e90 Plug constructor FUN_00415ed8 Plug destructor
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// FUN_00408440 Point3D::operator= / copy FUN_004084fc Point3D::AlmostEqual
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// FUN_00419e18 <message>::ctor(classID,size)
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// FUN_0041a1a4 IsDerivedFrom(classDerivations) / name compare
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// FUN_00420ea4 Point3D copy into message field
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// FUN_004336f0 build renderer command record
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// FUN_0041acbc GraphicsPipe::Submit(...)
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// FUN_00424716 PlugOf<ResourceID>::ctor
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// VChain helpers: 0049bfde/0049c123 (chain ctors), 0049c001/0049c146
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// (chain dtors), 0049c02d/0049c05c/0049c172/0049c1a3
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// (key comparators), 0049c37e/0049c3ae (link allocators).
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//
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// Constants:
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// message ClassID 0x13 (damage/notify message, vtable @0050b984, size 0x34)
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// explosion ClassID 0x5C, sub-type 3 (queued weapon explosion record)
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// 0.1f (DAT @0049b784 frame) = per-explosion render time step
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MESSMGR_HPP)
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# include <messmgr.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#if !defined(APP_HPP)
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# include <app.hpp>
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#endif
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//
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// `Origin3D` (DAT_004e0f80) is the zero point. The engine point is
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// `Point3D::Identity` (== 0,0,0); Point3D has no `AlmostEqual`, so compare the
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// components directly. (Used to detect "no impact point recorded yet".)
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//
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static Logical
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PointIsOrigin(const Point3D &p)
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{
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return p.x == 0.0f && p.y == 0.0f && p.z == 0.0f;
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}
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//#############################################################################
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// Shared Data Support
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//
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// SubsystemMessageManager derives DIRECTLY from Subsystem, which exposes the
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// parent derivation via the function `Subsystem::GetClassDerivations()`
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// (returns a Derivation*), not a `ClassDerivations` object -- so no '&' here.
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Derivation
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SubsystemMessageManager::ClassDerivations( // static @0050b6cc
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Subsystem::GetClassDerivations(),
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"SubsystemMessageManager"
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);
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Receiver::MessageHandlerSet
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SubsystemMessageManager::MessageHandlers;
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SubsystemMessageManager::AttributeIndexSet
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SubsystemMessageManager::AttributeIndex;
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// Real Simulation__SharedData ctor: (Derivation*, MessageHandlerSet&,
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// AttributeIndexSet&, int stateCount). StateCount resolves to
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// Simulation::StateCount. The default activePerformance (@0050b6fc ->
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// 0049b784 ConsolidateAndSendDamage) is installed in the ctor body instead.
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SubsystemMessageManager::SharedData
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SubsystemMessageManager::DefaultData(
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&SubsystemMessageManager::ClassDerivations,
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SubsystemMessageManager::MessageHandlers,
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SubsystemMessageManager::AttributeIndex,
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SubsystemMessageManager::StateCount
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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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// @0049bca4 -- chains to the Subsystem base ctor, installs the vtable
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// (@0050b954), constructs both message chains in place, allocates the
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// message-helper object, installs the default Performance, and copies the two
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// streamed resource fields.
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//
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SubsystemMessageManager::SubsystemMessageManager(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *sub_res,
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SharedData &shared_data
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):
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Subsystem(owner, subsystem_ID, sub_res, shared_data), // FUN_0041c52c
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weaponExplosions(NULL, True), // @0xFC unique-keyed by explosion id
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damageInformation(NULL, False) // @0x114 keyed by damage amount
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{
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Check(owner);
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Check_Pointer(sub_res);
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//
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// In-place construction of the two VChains (the ctor calls the chain
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// header constructors directly: weaponExplosions @0049bfde, with one
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// pre-allocated link; damageInformation @0049c123).
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//
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// weaponExplosions : VChainOf<ResourceIDPlug*, ResourceID> @0xFC
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// damageInformation : VChainOf<DamageInformation*, Scalar> @0x114
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//
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// Engine-internal message/graphics helper (0x160-byte object) parked at
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// +0xE0. Created via FUN_0041de1c(obj, this, 0); released in the dtor by
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// virtual call (op==3). Not a MESSMGR.HPP member -- best-effort.
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// this[0x38] = new <messageHelper>(this);
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// Default Performance := ConsolidateAndSendDamage (this[0x07..0x09] copied
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// from the constants @0050b6fc/0050b700/0050b704).
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SetPerformance(&SubsystemMessageManager::ConsolidateAndSendDamage);
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terrainHitExplosionID = sub_res->terrainHitExplosionID; // this[0x4B] = sub_res+0x30
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rendererCompensateTime = sub_res->rendererCompensateTime; // this[0x3E] = sub_res+0x34
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commonDamageInformation.entityHit = 0; // this[0x39]
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commonDamageInformation.damageZoneIndex = -1; // this[0x3A]
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commonDamageInformation.impactPoint = Point3D::Identity; // this[0x3B] = DAT_004e0f80
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Check_Fpu();
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}
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//
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// @0049bd7c (vtable slot 0) -- if the message-helper object exists, release it
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// (virtual op 3); destroy both message chains; chain to ~Subsystem.
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//
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SubsystemMessageManager::~SubsystemMessageManager()
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{
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Check(this);
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// release this[0x38] message-helper object (virtual destroy, op==3)
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// damageInformation.~VChainOf(); // @0049c146
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// weaponExplosions.~VChainOf(); // @0049c001
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Check_Fpu();
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}
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//
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// @0049be10 -- SubsystemMessageManager::CreateStreamedSubsystem.
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// Reached from the mech3.cpp CreateSubsystemStream factory when the component
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// type string == "SubsystemMessageManager". Stamps ClassID 0xBD3 / model
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// record size 0x38, then reads the two manager-specific resource fields.
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//
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Logical
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SubsystemMessageManager::CreateStreamedSubsystem(
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ResourceFile *resource_file,
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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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)
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{
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if (
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!Subsystem::CreateStreamedSubsystem(
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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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)
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{
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return False;
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}
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subsystem_resource->classID = (RegisteredClass::ClassID)0xBD3; // resource+0x20
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subsystem_resource->subsystemModelSize = 0x38; // resource+0x24
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//
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// "TerrainHitExplosion" -- a resource name that must resolve to a model in
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// resource_file; the resolved ResourceID is stored at resource+0x30.
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//
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const char *terrainHitName;
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if (!subsystem_file->GetEntry(subsystem_name, "TerrainHitExplosion", &terrainHitName))
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{
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std::cerr << subsystem_name << " missing TerrainHitExplosion!\n";
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return False;
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}
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ResourceDescription *rd = // FUN_00406ff8
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resource_file->FindResourceDescription(
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terrainHitName,
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ResourceDescription::GameModelResourceType // recovered type literal 1
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);
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if (rd == 0)
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{
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std::cerr << subsystem_name << " cannot find " << terrainHitName
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<< " in resource file!\n";
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return False;
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}
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subsystem_resource->terrainHitExplosionID = rd->resourceID; // resource+0x30
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//
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// "RendererCompensateTime" -- a Scalar stored at resource+0x34.
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//
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if (!subsystem_file->GetEntry(subsystem_name, "RendererCompensateTime",
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&subsystem_resource->rendererCompensateTime)) // resource+0x34
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{
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std::cerr << subsystem_name << " missing RendererCompensateTime\n";
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return False;
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}
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return True;
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}
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//
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// TestInstance -- emitted inline by the shipped build (no standalone body in
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// the cluster). Standard subsystem form.
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//
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Logical
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SubsystemMessageManager::TestInstance() const
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{
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Check(this);
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return IsDerivedFrom(ClassDerivations);
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}
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//#############################################################################
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// AddDamageMessage @0049b6d8
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//#############################################################################
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//
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// Called by other subsystems / the damage path when an entity takes damage.
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// Records the first hit's common information (entity, zone, impact point) and
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// queues a per-message DamageInformation Plug into the damageInformation
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// chain, keyed by the message's timestamp (Scalar at message+0x30).
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//
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void
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SubsystemMessageManager::AddDamageMessage(
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Entity *damaged_entity,
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Entity__TakeDamageMessage *message
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)
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{
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// First damaged entity of the frame wins the common record.
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if (commonDamageInformation.entityHit == 0)
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{
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commonDamageInformation.entityHit = damaged_entity;
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}
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// First non-origin impact point of the frame wins. The recovered struct
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// fields live inside the embedded Damage record (Entity__TakeDamageMessage::
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// damageData): impactPoint @message+0x4C, damageType @+0x2C, amount @+0x30.
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if (PointIsOrigin(commonDamageInformation.impactPoint)) // FUN_004084fc
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{
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commonDamageInformation.impactPoint = message->damageData.impactPoint; // message+0x4C
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}
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// First valid damage-zone index of the frame wins.
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if (commonDamageInformation.damageZoneIndex == -1)
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{
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commonDamageInformation.damageZoneIndex = message->damageZone; // message+0x24
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}
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//
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// Queue a DamageInformation plug (size 0x14: Plug + damageType + subsystemID),
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// inserted into the damageInformation chain keyed by message+0x30 (the damage
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// amount -- the Scalar immediately after damageType inside the Damage record).
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//
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DamageInformation *info = new DamageInformation; // FUN_00402298(0x14)
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if (info != 0)
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{
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// Plug base init (FUN_00415e90 / vtable @0050b9a8)
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info->damageType = message->damageData.damageType; // puVar2[3] = message+0x2C
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info->subsystemID = message->inflictingSubsystemID; // puVar2[4] = message+0x5C
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}
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damageInformation.AddValue(info, message->damageData.damageAmount); // chain+0x114, key = message+0x30
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}
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//#############################################################################
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// ConsolidateAndSendDamage @0049b784 (Performance)
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//#############################################################################
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//
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// The per-frame Performance (installed as activePerformance by the ctor).
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// Walks the queued DamageInformation chain, re-broadcasting a consolidated
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// damage/notify message (ClassID 0x13, vtable @0050b984) for the common
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// entity, queues a terrain-hit explosion resource into weaponExplosions when
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// the hit zone has no explosion yet, flushes the explosion graphics to the
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// renderer (SendQueuedExplosions @0049baa0), then clears the common record and
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// empties the damage chain.
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//
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void
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SubsystemMessageManager::ConsolidateAndSendDamage(Scalar /*time_slice*/)
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{
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Mech *owner = GetEntity(); // this[0x34] @0xD0
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VChainIteratorOf<DamageInformation*, Scalar>
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damageWalk(&damageInformation); // FUN_0049c28b over this+0x114
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// VChainIteratorOf has no IsDone(); GetCurrent() returns NULL past the end.
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damageWalk.First();
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if (damageWalk.GetCurrent() != 0)
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{
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// (recovered) the consolidated damage/notify message (ClassID 0x13,
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// size 0x34, vtable @0050b984) was built on the stack here and filled
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// from commonDamageInformation. The message ctor (FUN_00419e18) and the
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// owner target field (+0x184) are renderer/net-side and are not present
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// in these headers; the explosion-queueing loop below is what feeds the
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// graphics flush, so the message build is left as a recovered note.
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// EntityID hitEntity = commonDamageInformation.damageZoneIndex;
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for (damageWalk.First(); damageWalk.GetCurrent() != 0; damageWalk.Next())
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{
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DamageInformation *info = damageWalk.GetCurrent();
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// resolve the damaged subsystem object from the owner's roster:
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// subsystem = owner->subsystems[info->subsystemID]; (mech+0x128)
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Subsystem *target =
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owner->GetSubsystem(info->subsystemID); // mech+0x128 + id*4
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ResourceDescription::ResourceID explosionID =
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ResolveExplosionID(target); // target+0x3E4
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//
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// CreateWeaponExplosions (inlined): if this hit zone has no
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// explosion queued yet, append a ResourceIDPlug to the
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// weaponExplosions chain so it is rendered this frame.
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//
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if (!weaponExplosions.Find(explosionID)) // chain+0xFC, slot 0xC
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{
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ResourceIDPlug *plug = new ResourceIDPlug(explosionID); // FUN_00402298(0x10) / FUN_00424716
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weaponExplosions.AddValue(plug, explosionID); // chain+0xFC, slot 8
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}
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}
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// Render queued weapon explosions and tear down the message.
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SendQueuedExplosions(); // @0049baa0
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}
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// Reset common record and empty the damage chain for the next frame.
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commonDamageInformation.entityHit = 0; // this[0x39]
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commonDamageInformation.damageZoneIndex = -1; // this[0x3A]
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commonDamageInformation.impactPoint = Point3D::Identity; // this[0x3B]
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// damageInformation cleared as the iterator is destroyed (FUN_0049c2c9).
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}
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//#############################################################################
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// SendQueuedExplosions @0049baa0 (file-local helper)
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//#############################################################################
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//
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// Drains the weaponExplosions chain, emitting one renderer command per queued
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// explosion (ClassID 0x5C, sub-type 3) at an increasing time step (0.1f per
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// explosion) so multiple impacts in one frame are staggered. Submitted via
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// the global graphics pipe (DAT_004efc94+0x60).
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//
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// NOTE: not declared in MESSMGR.HPP -- the header's protected
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// CreateWeaponExplosions(terrain_hit, entity_hit, explode_position) is the
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// per-explosion *queueing* helper (inlined into ConsolidateAndSendDamage
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// above); this routine is the per-frame *flush* of the accumulated queue.
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// Name is best-effort.
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//
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void
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SubsystemMessageManager::SendQueuedExplosions()
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{
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Check(this);
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VChainIteratorOf<ResourceIDPlug*, ResourceDescription::ResourceID>
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explosionWalk(&weaponExplosions); // FUN_0049c314 over this+0xFC
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// Base time was SystemClock Now() (FUN_00414b60); derive it from the last
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// performance time so no global clock accessor is required here.
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Scalar baseTime =
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(Scalar)lastPerformance.ticks / (Scalar)SystemClock::GetTicksPerSecond();
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Scalar step = 0.0f;
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const Scalar stepIncrement = 0.1f; // local_c
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// VChainIteratorOf has no IsDone(); GetCurrent() returns NULL past the end.
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for (explosionWalk.First(); explosionWalk.GetCurrent() != 0; explosionWalk.Next())
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{
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ResourceDescription::ResourceID id = explosionWalk.GetValue(); // link+0x1C (the key)
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//
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// Each queued explosion is fired at an increasing time step (0.1s each)
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// so multiple impacts in one frame stagger.
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//
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step += stepIncrement;
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Scalar fireTime = baseTime + step;
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SubmitExplosion(id, fireTime); // CROSS-FAMILY renderer submission
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}
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// chain emptied as the iterator is destroyed (FUN_0049c352).
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}
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//#############################################################################
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// CROSS-FAMILY compile shims
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//#############################################################################
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//
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// ResolveExplosionID: in the shipped game this read subsystem+0x3E4 via
|
|
// Subsystem::GetExplosionID(). The WinTesla Subsystem does not expose it; until
|
|
// the base provides the accessor this returns the manager's own
|
|
// terrainHitExplosionID as a stand-in (NullResourceID if none). See report.
|
|
//
|
|
ResourceDescription::ResourceID
|
|
SubsystemMessageManager::ResolveExplosionID(Subsystem *subsystem)
|
|
{
|
|
Check_Pointer(subsystem);
|
|
// TODO(cross-family): return subsystem->GetExplosionID();
|
|
return terrainHitExplosionID;
|
|
}
|
|
|
|
//
|
|
// SubmitExplosion: the original built a renderer command (FUN_004336f0) and
|
|
// submitted it (with the impact point/orientation from commonDamageInformation
|
|
// and rendererCompensateTime) to the global graphics pipe (FUN_0041acbc). The
|
|
// WinTesla L4D3D renderer replaced the IG graphics pipe; the submission entry
|
|
// point is not present in these headers. Stubbed so the queue/timing logic
|
|
// compiles. See report "CROSS-FAMILY NEEDS".
|
|
//
|
|
void
|
|
SubsystemMessageManager::SubmitExplosion(
|
|
ResourceDescription::ResourceID /*explosion_id*/,
|
|
Scalar /*fire_time*/
|
|
)
|
|
{
|
|
Check(this);
|
|
// TODO(cross-family): build the explosion render command (ClassID 0x5C,
|
|
// sub-type 3) from commonDamageInformation + explosion_id and submit it to
|
|
// the L4D3D graphics pipe at fire_time, compensated by rendererCompensateTime.
|
|
}
|
|
|
|
|
|
//#############################################################################
|
|
// DeathReset / ResetToInitialState
|
|
//#############################################################################
|
|
//
|
|
// vtable slot 10 @0049c3de is an empty body (the shipped build folds the
|
|
// trivial ResetToInitialState / DeathReset(Logical){} override to a bare
|
|
// "return"). Declared inline in MESSMGR.HPP (DeathReset); reproduced here for
|
|
// completeness.
|
|
//
|
|
// void SubsystemMessageManager::DeathReset(Logical) {} // inline, see header
|
|
|
|
|
|
//#############################################################################
|
|
// DamageInformation::~DamageInformation @0049c3e3
|
|
//#############################################################################
|
|
//
|
|
// The nested DamageInformation : Plug has a single virtual (its destructor,
|
|
// vtable @0050b9a8). Chains to ~Plug (FUN_00415ed8); the Plug has no owned
|
|
// resources beyond the base.
|
|
//
|
|
// SubsystemMessageManager::DamageInformation::~DamageInformation() {} // @0049c3e3
|