Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
This commit is contained in:
@@ -0,0 +1,236 @@
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#include "munga.h"
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#pragma hdrstop
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#include "appmgr.h"
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HWND ghWnd = 0;
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ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
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ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
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{
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frameRate = frame_rate;
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frameDuration = 1.0f/frameRate;
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mHInstance = hInstance;
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ghWnd = hWnd;
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ApplicationManager::CurrentAppManager = this;
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Check_Fpu();
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}
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ApplicationManager::~ApplicationManager()
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{
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}
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void ApplicationManager::StartApplication(Application *new_app)
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{
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Check(this);
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Check(new_app);
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runningApplications.Add(new_app);
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application = new_app;
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new_app->Initialize();
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}
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//
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//#############################################################################
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// RunMissions
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//#############################################################################
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//
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void ApplicationManager::RunMissions()
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{
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Check(this);
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int backgroundTasksRun = 0;
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int foregroundTasksRun = 0;
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Time beginFrameTimestamp, lastFrameTimestamp;
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MSG msg;
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SChainIteratorOf<Application*> current_application(runningApplications);
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SChainOf<Application*> endedApplications(NULL);
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SChainIteratorOf<Application*> endingApplication(endedApplications);
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Start_Of_Frame:
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backgroundTasksRun = 0;
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foregroundTasksRun = 0;
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beginFrameTimestamp = Now();
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current_application.First();
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lastFrameTimestamp = Now();
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Time end_of_frame = Now();
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end_of_frame += frameDuration;
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#if defined(LAB_ONLY)
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int bad_count = 0;
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#endif
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//
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//----------------------------------
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// Run all relevant foreground loops
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//----------------------------------
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//
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Time startForeground = Now();
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while ((application = current_application.ReadAndNext()) != NULL)
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{
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Check(application);
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foregroundTasksRun++;
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if (!application->ExecuteForeground(end_of_frame, frameDuration))
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{
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if (!application->Shutdown(current_application.GetSize()))
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{
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endedApplications.Add(application);
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if (current_application.GetCurrent() == NULL)
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{
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current_application.Last();
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} else
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{
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current_application.Previous();
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}
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current_application.Remove();
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}
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}
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}
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Time endForeground = Now();
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//
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//-----------------------------------------------------------------------
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// Check the Windows message queue for messages to be processed
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//-----------------------------------------------------------------------
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//
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//InvalidateRect(ghWnd, NULL, false);
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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//
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//-----------------------------------------------------------------------
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// Run all relevant background loops until it is time for the next frame.
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// If no applications remain, exit the whole loop
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//-----------------------------------------------------------------------
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//
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current_application.First();
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application = current_application.GetCurrent();
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if (!application)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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do
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{
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while (application->GetNetworkManager()->RoutePacket())
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;
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current_application.Next();
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application = current_application.GetCurrent();
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} while (application);
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current_application.First();
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application = current_application.GetCurrent();
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if (!application)
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{
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endingApplication.First();
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while (application = endingApplication.ReadAndNext())
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{
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application->Terminate();
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delete application;
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}
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return;
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}
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//
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//------------------------------------------------------------------
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// Give each application a chance to do at least one background task
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//------------------------------------------------------------------
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//
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Time startBackground = Now();
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Background_Loop:
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do
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{
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Check(application);
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application->ExecuteBackgroundTask();
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backgroundTasksRun++;
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//
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// Move to the next application
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//
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current_application.Next();
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application = current_application.GetCurrent();
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} while (application);
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//
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//---------------------------------------------------------------------
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// If time remains before the next frame is due, do another pass on the
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// background tasks
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//---------------------------------------------------------------------
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//
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Time t2 = Now();
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Time lateTime = Now();
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lateTime += 15L;
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current_application.First();
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application = current_application.GetCurrent();
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if (t2 < end_of_frame)
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{
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#if defined(LAB_ONLY)
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if (end_of_frame - t2 > 0.1f)
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{
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DEBUG_STREAM << t2 << ',' << end_of_frame << endl << std::flush;
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if (++bad_count == 1000)
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{
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Fail("End-of-frame cannot be correctly calculated!");
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}
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}
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#endif
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goto Background_Loop;
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}
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Time endBackground = Now();
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// BT perf probe (env BT_PERF): 1-Hz frame breakdown.
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{
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static int s_perf = -1;
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if (s_perf < 0) { const char *e = getenv("BT_PERF"); s_perf = (e && *e != '0') ? 1 : 0; }
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if (s_perf)
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{
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static Time s_lastP = Now();
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if (Now() - s_lastP >= 1.0f)
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{
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s_lastP = Now();
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DEBUG_STREAM << "[perf] frame=" << (float)(Now() - beginFrameTimestamp)
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<< " fg=" << (float)(startBackground - beginFrameTimestamp)
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<< " bg=" << (float)(endBackground - startBackground)
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<< " bgTasks=" << backgroundTasksRun << "\n" << std::flush;
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}
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}
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}
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//char str[256];
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//Scalar lastFrameLength = Now() - beginFrameTimestamp;
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//sprintf(str, "RPL4 - %.2f FPS", 1.0f / lastFrameLength);
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//SetWindowTextA(ghWnd, str);
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goto Start_Of_Frame;
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}
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