The user was right: a dead mech turns into a pile of wreckage. The authentic
1995 chain, recovered end-to-end:
kill -> the victim's per-mech DEATH ModelList ('blhdead'/'lokdead'/'owndead'/
'thrdead', .RES ids 22-25) -> its authored effects: 104 (the WRECK script) +
1007 (dnboom big explosion) + 1001 (ddthsmk rubble smoke plume) + a damage-
smoke burst (3/4/5/15).
Effect 104 = ExplosionScripts case 4 (part_008.c:2663, LIVE in the 1996 binary;
the "disabled" warning is case 6): loads the destroyed hulk + flamesml/flamebig
flame meshes with sweep flicker. Every mech ships its hulk (BLHDBR/MADDBR/
LOKDBR/... + GENDBR generic); the 1996 script hardcoded thrdbr.bgf (dev
shortcut) -- we use the victim's own.
Reconstructed as BTL4VideoRenderer::SwapToWreck: hide every segment mesh, hang
"<prefix>dbr.bgf" on the tree root (pending-swap if death precedes tree build);
routed from the engine's ExplosionClassID dispatch (effect 104 ->
BTSwapMechToWreck(explosion->GetEntityHit())). The kill now fires the
authentic 'blhdead' resource (manual 7+1 pfx calls removed -- the list carries
1007/1001 itself). Verified live:
[death] firing authentic death list 'blhdead' id=22
** effect_number = 104
[BTrender] wreck swap: victim -> 'blhdbr.bgf'
Follow-ups noted: mesh flames + hulk settle (cosmetic), DeathSplash.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
667 lines
20 KiB
C++
667 lines
20 KiB
C++
//===========================================================================//
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// File: btl4vid.hpp //
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// Project: BattleTech Brick: Video Renderer Manager //
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// Contents: BTL4VideoRenderer -- the BattleTech L4 out-the-window 3D WORLD //
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// renderer manager. Builds the per-entity renderable tree for the //
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// main view each time an interesting entity becomes visible: //
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// the player mech + its weapons/effects/reticle, terrain, and //
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// other movers, walking the jointed-mover segment table and the //
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// subsystem roster and submitting renderables to the scene. //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 02/13/95 CPB Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1996, Virtual World Entertainment, Inc. //
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// PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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//
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// RECONSTRUCTED from the shipped binary (BTL4OPT.EXE). NO header survived.
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// Class/member/method names are taken from the embedded assert path
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// "d:\tesla\bt\bt_l4\BTL4VID.CPP", the embedded class name string
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// "BTL4VideoRenderer::Material name ..." (@0051d6f8), and the direct
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// Red Planet analogue RP_L4/RPL4VID.cpp (RPL4VideoRenderer) plus the surviving
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// MUNGA headers MUNGA_L4/L4VIDEO.HPP and MUNGA_L4/L4VIDRND.HPP. Each method
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// cites its originating @ADDR.
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//
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// PORTING NOTES (reconstruction -> WinTesla engine)
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// * BTL4VideoRenderer is the BattleTech analogue of RPL4VideoRenderer; both
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// subclass the concrete L4 manager DPLRenderer (L4VIDEO.HPP). Deriving
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// from DPLRenderer supplies SetFogStyle/AddDynamicRenderable, the fog
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// colour/plane fields, dplMainView/dplMainZone/dplDeathZone and the
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// vehicleReticle slot the recovered code touches.
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// * The 1996 BattleTech build drove a pre-DPL renderable hierarchy whose
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// joint renderables parent on a dpl_DCS* (rather than the WinTesla
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// HierarchicalDrawComponent* parent). That hierarchy did NOT survive in
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// source, so the BT-specific renderables it constructs are declared here
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// (BTRootRenderable / BTHingeRenderable / ... ) with the signatures the
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// recovered code actually calls. They are distinct from the modern
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// L4VIDRND.HPP renderables of the same role (which is why the targeting
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// reticle is BTReticleRenderable, NOT the engine's ReticleRenderable --
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// the BT object is 0x358 bytes and carries up to 10 AddWeapon pip markers).
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//
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#if !defined(BTL4VID_HPP)
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# define BTL4VID_HPP
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//
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// Forward declaration so MUNGA_L4/l4vidrnd.h (which references DPLRenderer in
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// HierarchicalDrawComponent before l4video.h defines it) parses cleanly
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// regardless of include order.
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//
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class DPLRenderer;
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#if !defined(L4VIDEO_HPP)
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# include <l4video.hpp> // DPLRenderer / VideoRenderer / INTERSECT_ALL
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#endif
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#if !defined(L4VIDRND_HPP)
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# include <l4vidrnd.hpp> // VideoComponent / the *Renderable hierarchy
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#endif
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#if !defined(RETICLE_HPP)
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# include <reticle.hpp>
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#endif
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#if !defined(STATE_HPP)
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# include <state.hpp> // StateIndicator
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#endif
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#if !defined(JMOVER_HPP)
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# include <jmover.hpp> // JointedMover
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#endif
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#if !defined(JOINT_HPP)
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# include <joint.hpp> // Joint / JointSubsystem / Hinge
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#endif
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#if !defined(SEGMENT_HPP)
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# include <segment.hpp> // EntitySegment
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#endif
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#if !defined(SUBSYSTM_HPP)
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# include <subsystm.hpp> // Subsystem
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#endif
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#if !defined(NAMELIST_HPP)
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# include <namelist.hpp> // NameList / NameList::Entry
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#endif
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#include <map> // per-mech render-tree bookkeeping (RemakeEntity)
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class Entity;
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class Mission;
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class ResourceDescription;
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class NotationFile;
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//
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// BT "scene" handle. In the 1996 build the world-view renderables were
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// built against an opaque scene root (the analogue of RP's dpl_ZONE pair);
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// it is used pointer-only in this module, so a forward declaration suffices.
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//
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class Scene;
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//
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//===========================================================================//
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// Legacy 2D / material-callback DPL entry points
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//===========================================================================//
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//
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// The dpl2d_ display-list layer and the material-name-substitution callback
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// hook were part of libDPL (the IG-board driver) and were NOT carried into the
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// WinTesla engine. The recovered reticle builder and material setup call them
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// directly; declare them here so the translation unit compiles (resolved at
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// link time against the libDPL shim).
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//
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dpl2d_DISPLAY* dpl2d_NewDisplayList();
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void dpl2d_Begin(dpl2d_DISPLAY *list, int mode);
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void dpl2d_SetColor(dpl2d_DISPLAY *list, Scalar red, Scalar green, Scalar blue);
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void dpl2d_Circle(dpl2d_DISPLAY *list, Scalar x, Scalar y, Scalar radius, int fill);
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void dpl2d_PushMatrix(dpl2d_DISPLAY *list);
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void dpl2d_PopMatrix(dpl2d_DISPLAY *list);
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void dpl2d_MoveTo(dpl2d_DISPLAY *list, Scalar x, Scalar y);
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void dpl2d_End(dpl2d_DISPLAY *list);
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void dpl2d_Compile(dpl2d_DISPLAY *list);
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void dpl_SetMaterialNameCallback(char *(*callback)(char *source));
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//
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//===========================================================================//
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// BattleTech renderable hierarchy (pre-DPL)
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//===========================================================================//
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//
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// Common base: every BT world renderable carries the dpl_DCS / dpl_INSTANCE it
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// creates and offers the graphical (Add) / control (Connect) hook-up the world
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// container uses. Modelled on VideoComponent so a BTRootRenderable can be
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// returned as the VideoComponent* mech root.
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//
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class BTRenderableBase:
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public VideoComponent
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{
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public:
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BTRenderableBase(
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Entity *entity,
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VideoExecutionType execution_type = DynamicVideoExecutionType)
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: VideoComponent(entity, execution_type), myDCS(0), myInstance(0) {}
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dpl_DCS* GetDCS() { return myDCS; }
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dpl_INSTANCE* GetInstance() { return myInstance; }
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//
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// Graphical / control hook-up. These hide VideoComponent::Add/Connect
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// (which take VideoComponent*) so the world container can accept any
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// renderable in the BT hierarchy by its common HierarchicalDrawComponent
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// base.
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//
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void Add(HierarchicalDrawComponent *child) { if (child) addChild(child); }
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void Connect(HierarchicalDrawComponent *child) { if (child) addChild(child); }
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protected:
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dpl_DCS *myDCS;
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dpl_INSTANCE *myInstance;
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};
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//
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// World container renderable (FUN_00455de4, alloc 0x60). Holds the death /
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// world DCS roots for one entity's tree.
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//
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class BTWorldContainerRenderable:
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public BTRenderableBase
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{
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public:
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BTWorldContainerRenderable(
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Entity *entity,
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int execution_type,
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int in_death_zone,
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Scene *scene);
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};
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//
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// Root DCS object renderable (FUN_00453578, alloc 0x64).
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//
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class BTRootRenderable:
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public BTRenderableBase
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{
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public:
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BTRootRenderable(
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Entity *entity,
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int execution_type,
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d3d_OBJECT *graphical_object,
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Scene *scene,
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int intersect_mode,
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uint32 intersect_mask);
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};
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//
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// Static / jointed child DCS renderables.
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//
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class BTDCSObjectRenderable:
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public BTRenderableBase
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{
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public:
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BTDCSObjectRenderable( // FUN_0045848c, alloc 0x50
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Entity *entity,
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Scene *scene,
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d3d_OBJECT *graphical_object,
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int execution_type,
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uint32 intersect_mask,
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LinearMatrix *offset_matrix,
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dpl_DCS *parent_DCS);
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};
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class BTHingeRenderable:
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public BTRenderableBase
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{
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public:
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BTHingeRenderable( // FUN_004537e8, alloc 0x78
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Entity *entity,
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int execution_type,
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d3d_OBJECT *graphical_object,
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Scene *scene,
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int exec2,
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uint32 intersect_mask,
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dpl_DCS *parent_DCS,
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LinearMatrix *offset_matrix,
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const Hinge *my_hinge);
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};
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class BTBallJointRenderable:
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public BTRenderableBase
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{
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public:
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BTBallJointRenderable( // FUN_004539b4, alloc 0x7c
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Entity *entity,
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int execution_type,
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d3d_OBJECT *graphical_object,
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Scene *scene,
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int exec2,
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uint32 intersect_mask,
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dpl_DCS *parent_DCS,
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LinearMatrix *offset_matrix,
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const EulerAngles *my_euler);
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};
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class BTBallTranslateJointRenderable:
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public BTRenderableBase
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{
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public:
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BTBallTranslateJointRenderable( // FUN_00453ac4, alloc 0x8c
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Entity *entity,
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int execution_type,
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d3d_OBJECT *graphical_object,
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Scene *scene,
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int exec2,
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uint32 intersect_mask,
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dpl_DCS *parent_DCS,
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LinearMatrix *offset_matrix,
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const EulerAngles *my_euler,
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const Point3D *my_translation);
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};
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//
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// Inside-view eyepoint (POV/eye) renderable (FUN_004579a8, alloc 0x5c).
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//
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class BTEyeRenderable:
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public BTRenderableBase
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{
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public:
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BTEyeRenderable(
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Entity *entity,
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Scene *scene,
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LinearMatrix *offset_matrix,
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dpl_DCS *parent_DCS,
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dpl_VIEW *this_view,
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EulerAngles *eyepoint_rotation);
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};
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//
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// Death / explosion effect renderable (FUN_00453f18, alloc 0x48).
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//
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class BTDeathEffectRenderable:
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public BTRenderableBase
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{
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public:
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BTDeathEffectRenderable(
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Entity *entity,
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int execution_type,
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dpl_VIEW *this_view,
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Scene *scene,
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dpl_DCS *parent_DCS,
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StateIndicator *death_state,
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int death_control_state);
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};
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//
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// Marker (timestamp/beacon) watcher renderable (FUN_00458c58, alloc 0x120).
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//
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class BTMarkerWatcherRenderable:
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public BTRenderableBase
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{
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public:
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BTMarkerWatcherRenderable(
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Entity *entity,
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int execution_type,
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dpl_VIEW *this_view,
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dpl_DCS *parent_DCS);
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};
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//
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// Drop-zone translocation effect renderable (FUN_00458d2c, alloc 0x40).
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//
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class BTTranslocationRenderable:
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public BTRenderableBase
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{
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public:
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BTTranslocationRenderable(
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Entity *entity,
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int execution_type,
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dpl_VIEW *this_view,
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StateIndicator *effect_trigger,
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Point3D *drop_zone,
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int effect_control_state);
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};
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//
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// Player POV mission start/end fade renderable (FUN_00454394, alloc 0x50).
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// (BT-local twin of the engine's POVStartEndRenderable; the BT ctor takes the
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// main-view handle plus the world/death zones explicitly.)
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//
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class BTPOVStartEndRenderable:
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public BTRenderableBase
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{
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public:
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BTPOVStartEndRenderable(
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Entity *entity,
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int execution_type,
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dpl_VIEW *this_view,
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dpl_ZONE *main_zone,
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dpl_ZONE *death_zone,
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StateIndicator *effect_trigger,
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float red_fog,
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float green_fog,
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float blue_fog,
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float near_fog,
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float far_fog,
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int start_mission_state,
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int end_mission_state);
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};
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//
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// Coolant / reservoir / tracer reservoir effect renderable (FUN_00456a68,
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// alloc 0x138).
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//
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class BTTracerEffectRenderable:
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public BTRenderableBase
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{
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public:
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BTTracerEffectRenderable(
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Entity *entity,
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int execution_type,
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void *state_attr,
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int mode,
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dpl_ZONE *zone,
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dpl_DCS *parent_DCS,
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LinearMatrix *offset_matrix);
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};
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//
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// Emitter beam renderable (FUN_004593c0, alloc 0x80).
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//
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class BTEmitterBeamRenderable:
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public BTRenderableBase
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{
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public:
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BTEmitterBeamRenderable(
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Entity *entity,
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int execution_type,
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d3d_OBJECT *graphical_object,
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Scene *scene,
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int exec2,
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uint32 intersect_mask,
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dpl_DCS *parent_DCS,
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LinearMatrix *offset_matrix,
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void *sim_state,
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int flag,
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void *beam_scale,
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void *beam_orient);
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};
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//
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// PPC beam renderable (FUN_004590d8, alloc 0x88).
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//
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class BTPPCBeamRenderable:
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public BTRenderableBase
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{
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public:
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BTPPCBeamRenderable(
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Entity *entity,
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int execution_type,
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d3d_OBJECT *graphical_object,
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Scene *scene,
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int exec2,
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uint32 intersect_mask,
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dpl_DCS *parent_DCS,
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LinearMatrix *offset_matrix,
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void *sim_state,
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int flag,
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void *beam_scale,
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void *beam_orient,
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float beam_width);
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};
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//
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// Searchlight LightOn -> spotlight connector (FUN_0045612c, alloc 0x2c).
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//
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class BTLightConnection:
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public BTRenderableBase
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{
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public:
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BTLightConnection(
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Entity *entity,
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int execution_type,
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dpl_INSTANCE *spot_instance,
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int flag,
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int *light_on);
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};
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//
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//#############################################################################
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// BTReticleRenderable (BattleTech targeting reticle)
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//#############################################################################
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//
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// File-private to btl4vid.cpp. Parallels the engine ReticleRenderable
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// (L4VIDRND.HPP) but the BT object is 0x358 bytes and carries up to 10 weapon
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// pip / range markers built by AddWeapon. Constructed @004cc40c for the inside
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// view; weapon markers are appended by MakeMechRenderables via AddWeapon.
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//
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// header layout actually touched (this+...):
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// +0x38 weaponCount (cap 10 -- "Tried to display too many weapons")
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// ... parallel per-weapon arrays (see members below)
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// reticle geometry: minRange@0x230, maxRange@0x22c, rangeScale@0x234,
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// originX@0x1fc, originY@0x200, scaleY@0x204, biasX@0x208
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//
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class BTReticleRenderable:
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public VideoRenderable
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{
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public:
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BTReticleRenderable( // @004cc40c
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Entity *entity,
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int execution_type,
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Reticle **my_reticle,
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dpl_VIEW *this_view,
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void *pip_position_template,
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void *pip_color_template,
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void *range_template,
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void *range_lo_template,
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void *range_hi_template,
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Scalar max_range,
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int flag,
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void *sim_template_a,
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void *sim_template_b,
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void *sim_template_c);
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~BTReticleRenderable();
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//
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// Append a weapon range/pip marker to the reticle. @004cdac0
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//
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void
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AddWeapon(
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Scalar weapon_range,
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int pip_position,
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StateIndicator *within_range_attr,
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int extended_range,
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Scalar pip_red,
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Scalar pip_green,
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Scalar pip_blue,
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StateIndicator *sim_state,
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int arg9,
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int arg10,
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StateIndicator *sim_state2,
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int arg12,
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int weapon_mode);
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void
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Execute();
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protected:
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//
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// Per-weapon parallel arrays (cap 10).
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//
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int weaponCount; // +0x38
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int weaponMode[10]; // +0x3c
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Scalar pipColor[10]; // +0x64
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StateIndicator *withinRangeAttr[10]; // +0x8c
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StateIndicator *simState[10]; // +0xb4
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int simState2Value[10]; // +0xdc
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int arg12Value[10]; // +0x104
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StateIndicator *simState2Ptr[10]; // +0x130
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int arg12Ptr[10]; // +0x158
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Scalar *rangeAttr[10]; // +0x18c
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Scalar rangeCache[10]; // +0x1b4
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dpl2d_DISPLAY *pipDisplayListB[10]; // +0x288
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dpl2d_DISPLAY *pipDisplayListA[10]; // +0x2b0
|
|
|
|
//
|
|
// Calibrated reticle geometry.
|
|
//
|
|
Scalar originX; // +0x1fc
|
|
Scalar originY; // +0x200
|
|
Scalar scaleY; // +0x204
|
|
Scalar biasX; // +0x208
|
|
Scalar maxRange; // +0x22c
|
|
Scalar minRange; // +0x230
|
|
Scalar rangeScale; // +0x234
|
|
};
|
|
|
|
//
|
|
//#############################################################################
|
|
// BTL4VideoRenderer
|
|
//#############################################################################
|
|
//
|
|
// @ vtable: BattleTech L4 video renderer manager subclass. Base is the MUNGA
|
|
// L4 renderer manager (DPLRenderer, l4video.hpp). Parallels RPL4VideoRenderer.
|
|
//
|
|
class BTL4VideoRenderer:
|
|
public DPLRenderer
|
|
{
|
|
public:
|
|
BTL4VideoRenderer(
|
|
RendererRate calibration_rate,
|
|
RendererComplexity calibration_complexity,
|
|
RendererPriority calibration_priority,
|
|
InterestType interest_type,
|
|
InterestDepth depth_calibration
|
|
);
|
|
~BTL4VideoRenderer();
|
|
|
|
Logical
|
|
TestInstance() const;
|
|
|
|
//
|
|
// Material substitution (mirrors RPL4VideoRenderer).
|
|
//
|
|
void
|
|
SetupMaterialSubstitutionList(Entity *entity); // @004d0cc0
|
|
void
|
|
TearDownMaterialSubstitutionList(); // @004d11e8
|
|
|
|
//
|
|
// RemakeEntity (damage-model swap). The 1996 binary drives a per-entity
|
|
// render state machine (Make / RemakeEntity / DestroyEntity -- the state
|
|
// name strings survive at .rdata 0x4e3f20). Only "Make" was ported (the
|
|
// tree is built ONCE at entity creation, with fixed d3d_OBJECTs).
|
|
// RemakeEntity is the model REFRESH: when a damage zone's graphic state
|
|
// changes (a segment becomes Destroyed/Gone), re-pick each segment's video-
|
|
// object variant by its zone graphic state (EntitySegment::GetVideoObjectName
|
|
// is keyed by {skeleton, graphic_state}) and swap it onto the already-built
|
|
// joint renderable IN PLACE (HierarchicalDrawComponent::Execute re-reads
|
|
// graphicalObject each frame). No teardown: the component dtor does not
|
|
// cascade to children (L4VIDRND.cpp:104) so a rebuild would leak -- the
|
|
// authentic behaviour is an in-place mesh swap.
|
|
//
|
|
void
|
|
RemakeEntityRenderables(Entity *entity);
|
|
|
|
protected:
|
|
//
|
|
// Per-mech render-tree bookkeeping so RemakeEntityRenderables can find each
|
|
// segment's joint renderable (the dcs_array in MakeMechRenderables is local
|
|
// and freed). Keyed by Entity*; one entry per built mech. segRenderable
|
|
// maps a segment SLOT (EntitySegment::GetIndex) to its draw component;
|
|
// segGState is the graphic state last applied to that slot so a swap only
|
|
// reloads geometry on an actual state change.
|
|
//
|
|
struct MechRenderTree
|
|
{
|
|
int skeletonType; // EntitySegment::SkeletonType used at build
|
|
HierarchicalDrawComponent *rootRenderable;// the tree root (wreck hulk parent)
|
|
int wrecked; // 1 = swapped to the <mech>dbr hulk
|
|
std::map<int, HierarchicalDrawComponent*> segRenderable; // slot -> joint renderable
|
|
std::map<int, int> segGState; // slot -> last applied graphic state
|
|
};
|
|
std::map<Entity*, MechRenderTree> mMechRenderTrees;
|
|
|
|
public:
|
|
//
|
|
// The death-wreck swap (ExplosionScripts effect 104, reconstructed): the
|
|
// victim's whole visual becomes its burning hulk -- hide every segment
|
|
// mesh and hang "<prefix>dbr.bgf" (gendbr.bgf fallback) on the tree root.
|
|
// The 1996 script hardcoded thrdbr.bgf (a dev shortcut; every mech ships
|
|
// its own *DBR hulk). If the victim's tree isn't built yet, the swap is
|
|
// remembered and applied when MakeMechRenderables builds it.
|
|
//
|
|
void
|
|
SwapToWreck(Entity *victim);
|
|
|
|
protected:
|
|
//
|
|
// Renderer-manager overrides
|
|
//
|
|
void
|
|
LoadMissionImplementation(Mission *mission);
|
|
|
|
void
|
|
MakeEntityRenderables( // @004d0774
|
|
Entity *this_entity,
|
|
ResourceDescription *model_resource,
|
|
ViewFrom type);
|
|
|
|
HierarchicalDrawComponent*
|
|
MakeMechRenderables( // @004cef28
|
|
Entity *entity,
|
|
ResourceDescription *model_resource,
|
|
ViewFrom type);
|
|
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// BT renderer helpers (recovered).
|
|
//--------------------------------------------------------------------
|
|
//
|
|
Scene*
|
|
GetScene(); // FUN_0045a724
|
|
|
|
dpl_VIEW*
|
|
GetMainView() { return dplMainView; } // this[0x124]
|
|
dpl_ZONE*
|
|
GetMainZone() { return dplMainZone; } // this[300]
|
|
|
|
d3d_OBJECT*
|
|
LoadObject(const char *object_name); // FUN_00498448
|
|
|
|
void
|
|
AttachToEyeDCS(dpl_DCS *root_dcs, LinearMatrix &local_to_world); // FUN_00489cec
|
|
|
|
void
|
|
AddDynamicRenderable(VideoComponent *renderable, Entity *entity); // FUN_0045a994
|
|
|
|
protected:
|
|
//
|
|
// vtvCount / vtvsExpected analogues (RPL4VideoRenderer).
|
|
//
|
|
int
|
|
mechsExpected,
|
|
mechCount;
|
|
|
|
//
|
|
// True once the linked (player) entity exists, so its root DCS is
|
|
// hooked onto the eye. ([0xb0] in the recovered layout.)
|
|
//
|
|
Logical
|
|
linkedEntityPresent;
|
|
|
|
//
|
|
// Effect zones touched by the recovered code.
|
|
//
|
|
dpl_ZONE
|
|
*scene_zone, // [0x318] coolant / reservoir effects
|
|
*tracer_zone; // [0x2e4] projectile tracers
|
|
};
|
|
|
|
//
|
|
// Sim-side bridge to RemakeEntityRenderables. MechDeathHandler (sim TU) calls
|
|
// this when a mech's damage graphic state changes; defined in btl4vid.cpp, it
|
|
// reaches the live renderer via l4_application->GetVideoRenderer(). A free
|
|
// function so the sim TU needs no renderer header (just this extern).
|
|
//
|
|
extern void BTRemakeMechModel(Entity *entity);
|
|
|
|
//
|
|
// Render bridge for the death-wreck swap (effect 104): called by the engine's
|
|
// ExplosionClassID dispatch with the explosion's entityHit (the dead mech).
|
|
//
|
|
extern void BTSwapMechToWreck(Entity *victim);
|
|
|
|
#endif // BTL4VID_HPP
|
|
|
|
//===========================================================================//
|