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>
452 lines
16 KiB
C++
452 lines
16 KiB
C++
//===========================================================================//
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// File: hud.cpp //
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// Project: BattleTech //
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// Contents: Cockpit Heads-Up Display subsystem //
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// (reticle / torso-horizon gimbal / threat & status read-outs) //
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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 (Ghidra pseudo-C, recovered shard
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// part_013.c). Cluster @004b77bc..@004b8568. Each non-trivial method cites
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// its @ADDR. Hex float constants converted to decimal where known
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// (0x44960000 = 1200.0, 0x43fa0000 = 500.0, 500.0 = max torso slew/sec).
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//
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// Helper-function name mapping (engine internals referenced by the decomp):
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// FUN_004b18a4 PowerWatcher base constructor (powersub.cpp)
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// FUN_004b198c PowerWatcher::CreateStreamedSubsystem (powersub.cpp)
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// FUN_004b181c PowerWatcher base per-frame update (powersub.cpp)
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// FUN_004b1804 PowerWatcher::ResetToInitialState (slot10) (powersub.cpp)
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// FUN_004b1930 ~PowerWatcher (powersub.cpp)
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// FUN_0041b9ec AlarmIndicator(levels)
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// FUN_0041baa4 ~AlarmIndicator
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// FUN_0041bbd8 AlarmIndicator::SetLevel(n)
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// FUN_0041a1a4 IsDerivedFrom(classDerivations)
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// FUN_00404118 NotationFile::ReadScalar(file,name,&dest)
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// FUN_00408440 Point3D::operator= / copy
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// FUN_004dbb24 diagnostic stream << (error reporting)
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// FUN_004022d0 operator delete / global free
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// FUN_004b7ed4 HUD::UpdateFlicker
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//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(HUD_HPP)
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# include <hud.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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#if !defined(TESTBT_HPP)
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# include <testbt.hpp>
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#endif
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// BASE-CHAIN RE-BASE witness: HUD is the only currently-LIVE Watcher-branch class
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// (HUD : PowerWatcher). After the +156 re-base, its first own field must land at
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// 0x1D8 -- the same base end as Torso::currentTwist -- which also corrects HUD's
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// own torso+0x1D8 read. A friend so it can offsetof the protected field.
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struct HUDLayoutCheck
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{
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static_assert(offsetof(HUD, flickerRate) == 0x1D8, "HUD first own field must be at 0x1D8 after the Watcher-branch re-base");
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};
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//
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// Tuning constants observed as read-only float globals adjacent to the
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// HudSimulation body (.rdata, recovered from section_dump.txt).
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//
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static const Point3D HudZeroVector(0.0f, 0.0f, 0.0f); // DAT_004e0f74/78/7c
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static const Scalar SegmentTempLimit = 0.0f; // _DAT_004b7ec4 (heat threshold for HUD page visibility)
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static const Scalar TargetTempLimit = 0.0f; // _DAT_004b7ec8
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static const Scalar RangeBias = 0.0f; // _DAT_004b7ecc
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static const Scalar MaxTorsoSlew = 500.0f; // _DAT_004b7ed0
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static const Scalar FlickerFloor = 0.0f; // _DAT_004b7f90
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//
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// Cross-family helper (definition lives in the mech game layer; declared here
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// so this reconstructed body links without editing mech.hpp). Returns the
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// owning Mech's segment-flags word (Mech +segmentFlags). See CROSS-FAMILY NEEDS.
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//
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extern LWord BT_GetSegmentFlags(Mech *owner);
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//
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// Resource-parse error reporter (original FUN_004dbb24 + abort path). Routes
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// through the shared recon DebugStream warning channel.
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//
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static void ReportError(const char *subsystem_name, const char *message)
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{
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DebugStream << "HUD: " << subsystem_name << ": " << message << "\n";
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}
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//###########################################################################
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// Shared Data Support
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//
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// DefaultData @00511078 / class derivation chain @00511088. Mirrors the
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// engine's accessor-form shared-data construction (cf. PoweredSubsystem).
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//
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HUD::SharedData
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HUD::DefaultData( // @00511078
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HUD::GetClassDerivations(),
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HUD::GetMessageHandlers(),
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HUD::GetAttributeIndex(),
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HUD::StateCount
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);
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Derivation*
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HUD::GetClassDerivations() // @00511088
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{
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static Derivation classDerivations(
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PowerWatcher::GetClassDerivations(),
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"HUD"
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);
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return &classDerivations;
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}
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//###########################################################################
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// Construction -- @004b7f94
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//
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// Chains to the PowerWatcher ctor (FUN_004b18a4) with HUD::DefaultData
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// (&DAT_00511078), installs the HUD vtable (PTR_FUN_00511510), primes the
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// gauge read-out block, builds the 2-level status AlarmIndicator (@0x238) and
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// -- unless this is a damaged copy segment ((segmentFlags & 0xC) != 0) and the
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// "has-performance" flag (0x100) is set -- registers HudSimulation as the
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// active Performance (this[7..9] <- PTR_FUN_00511170). Finally it copies the
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// streamed FlickerRate / HorizontalMovementPerSecond / HorizontalLimit into
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// place and snapshots the torso/target read-outs from the linked entity
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// (owner Mech +0x438).
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//
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HUD::HUD(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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PowerWatcher(owner, subsystem_ID, subsystem_resource, shared_data)
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{
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Check(owner);
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Check_Pointer(subsystem_resource);
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flickerRate = 0.0f; // @0x1D8 (overwritten below from resource)
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torsoLimitRight = 0.0f; // @0x1DC
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torsoLimitLeft = 0.0f; // @0x1E0
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torsoSpeed = 0.0f; // @0x1E4
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rangeToTarget = 0.0f; // @0x1E8
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targetRange = 0.0f; // @0x1EC
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lockFlag = True; // @0x1F4 = 1
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visible = False; // @0x1F8
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threatVector = HudZeroVector; // @0x1FC
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compassHeading = HudZeroVector; // @0x208
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hotBoxScalar = 0.0f; // @0x214
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blinkTimer = 0.0f; // @0x218
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flickerTimer = 0.0f; // @0x21C
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blinkState = True; // @0x224 = 1
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transitionFlag = False; // @0x22C
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previousHorizontal = 0.0f; // @0x230
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statusAlarm.Initialize(2); // FUN_0041b9ec(this+0x238, 2)
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freeAimSlew = 0.0f; // @0x28C (mapper free-aim demand)
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scratch290 = 0.0f; // @0x290
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horizontalTorsoOffset = 0.0f; // @0x294
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if (((BT_GetSegmentFlags(owner) & 0xC) == 0) &&
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((BT_GetSegmentFlags(owner) & 0x100) != 0))
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{
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SetPerformance(&HUD::HudSimulation); // this[7..9] <- PTR_FUN_00511170
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}
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flickerRate = subsystem_resource->flickerRate; // @0x1D8 <- res +0xF4
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horizontalMovementPerSecond = subsystem_resource->horizontalMovementPerSecond; // @0x298 <- res +0xFC
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horizontalLimit = subsystem_resource->horizontalLimit; // @0x29C <- res +0x100
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// owner+0x438 is the torso-orientation source -- a Mech RAW OFFSET that does not
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// hold a valid pointer in the reconstructed Mech layout (and isn't linked yet at
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// subsystem-construction time), so dereferencing it crashes. Default the
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// torso/range readouts to 0; HudSimulation refreshes them per-frame once the link
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// is live. TODO: wire a real Mech torso-orientation-source accessor.
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linkedEntity = 0; // @0x234
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torsoLimitRight = 0.0f;
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torsoLimitLeft = 0.0f;
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rangeToTarget = 0.0f;
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torsoSpeed = 0.0f;
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Check_Fpu();
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}
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//
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// Destruction -- @004b816c (vtable slot0). Reinstalls the vtable, clears the
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// owning Mech's cached HUD back-reference (*(owner + 0x374) = 0), tears down
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// the status AlarmIndicator and chains to ~PowerWatcher (FUN_004b1930);
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// frees the block when the deleting-dtor bit is set.
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//
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HUD::~HUD()
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{
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Check(this);
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// *(this->owner + 0x374) = 0;
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// (original FUN_0041baa4 finalised the AlarmIndicator; HeatAlarm needs no teardown)
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Check_Fpu();
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}
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//###########################################################################
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// TestInstance -- @004b81b8
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//
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Logical
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HUD::TestInstance() const
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{
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return IsDerivedFrom(*GetClassDerivations()); // FUN_0041a1a4(**this[3], 0x00511088)
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}
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Logical
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HUD::TestClass(Mech &)
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{
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return True; // BEST-EFFORT (family convention; no distinct body captured)
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}
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//###########################################################################
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// SetCompassHeading -- @004b7810
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//
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// Copies a Point3D into compassHeading (@0x208).
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//
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void
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HUD::SetCompassHeading(const Point3D &heading)
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{
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compassHeading = heading; // FUN_00408440(this+0x208, &heading)
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}
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//###########################################################################
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// UpdateFlicker -- @004b7ed4
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//
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// Decays flickerActive (@0x2A0... actually horizontalTorsoOffset region @0x294)
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// toward FlickerFloor by horizontalMovementPerSecond*time, clamping at the
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// floor, and reports whether motion is still in progress. Used to give the
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// torso-horizon needle a damped settle.
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//
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Logical
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HUD::UpdateFlicker(Scalar time_slice)
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{
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Scalar step = horizontalMovementPerSecond * time_slice;
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if (FlickerFloor < horizontalTorsoOffset)
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{
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horizontalTorsoOffset -= step;
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if (horizontalTorsoOffset < FlickerFloor)
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horizontalTorsoOffset = FlickerFloor;
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}
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if (horizontalTorsoOffset < FlickerFloor)
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{
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horizontalTorsoOffset += step;
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if (horizontalTorsoOffset < FlickerFloor) // (decompiled clamp, verbatim)
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horizontalTorsoOffset = FlickerFloor;
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}
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return (horizontalTorsoOffset != FlickerFloor) ? True : False;
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}
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//###########################################################################
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// ResetToInitialState -- @004b77bc (slot 10)
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//
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// On a powered reset clears the blink/horizontal-slew accumulators, then
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// chains to PowerWatcher::ResetToInitialState (FUN_004b1804).
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//
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void
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HUD::ResetToInitialState(Logical powered)
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{
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if (powered)
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{
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blinkTimer = 0.0f; // @0x218
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transitionFlag = False; // @0x22C
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flickerTimer = 0.0f; // @0x21C
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previousHorizontal = 0.0f; // @0x230
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}
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horizontalTorsoOffset = 0.0f; // @0x294
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freeAimSlew = 0.0f; // @0x28C (mapper free-aim demand)
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scratch290 = 0.0f; // @0x290
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PowerWatcher::ResetToInitialState(True); // FUN_004b1804 (base override is parameterless)
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(void)powered;
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}
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//###########################################################################
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// HandleMessage -- @004b7780 (slot 9)
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//
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// BEST-EFFORT: the vtable installs a HUD-specific HandleMessage at @004b7780,
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// but no body was captured in the recovered shards. A handler table
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// @00511180 binds the message "ToggleLamp" to FUN_004b838c. Chains to the
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// PowerWatcher handler otherwise.
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//
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Logical
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HUD::HandleMessage(int message)
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{
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return PowerWatcher::HandleMessage(message); // TODO: verify @004b7780
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}
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//###########################################################################
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// HudSimulation -- @004b7830 (Performance, PTR @00511170)
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//
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// The per-frame HUD update (torso-horizon gimbal + reticle/threat read-outs).
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// High-level behaviour recovered from the decomp; offsets retained so a human
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// can finish the member naming:
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//
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// 1. Base update: PowerWatcher base tick (FUN_004b181c).
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// 2. Heat / voltage gating of the HUD page via the inherited state levels:
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// watched-voltage alarm level @0x198 (2 -> off-but-visible, 4 -> ready)
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// heat-state level @0x140 (0/1 -> visible, 2 -> blank)
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// The status AlarmIndicator @0x238 is driven to 0/1 accordingly and a
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// composite "page visible" flag is formed.
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// 3. Blink: blinkTimer (@0x218) accumulates time and is compared against
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// flickerRate (@0x1D8); on expiry blinkState (@0x224) toggles and the
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// timer resets. When the blink is in its OFF phase the page is hidden.
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// 4. Engine/start state of the host (mech +0x128 roster[0] state @0x198):
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// 0 -> set HUD flag bit 0x1 on the graphic, clear bit 0x2
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// 3 -> set bit 0x2, clear bit 0x1 (and gate on mech +0x410)
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// writes the resulting "active" flag to *(mech +0x374).
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// 5. Target line-of-sight: if a target entity (mech +0x388) exists and is
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// not over the heat limits, computes targetRange (@0x1EC) as the distance
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// between the HUD anchor (mech +0x37C) and the target (+0x100); sets
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// visible (@0x1F8); otherwise blanks. A default range 1200.0 is used
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// when there is no target.
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// 6. Torso-horizon slew: horizontalTorsoOffset (@0x294) is moved toward the
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// commanded torso heading at up to MaxTorsoSlew (500/sec), clamped to
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// +/- horizontalLimit (@0x29C), then written to the graphic at
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// mech +0x36C. The flicker helper (@004b7ed4) damps the settle.
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//
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void
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HUD::HudSimulation(Scalar time_slice)
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{
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Check(this);
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PowerWatcher::Simulation(time_slice); // FUN_004b181c (base per-frame tick)
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//
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// --- Heat / voltage gating of the HUD page ----------------------------
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//
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Logical pageVisible = (HeatWatcherFlag() != 1); // this[0x40] != 1
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switch (WatchedVoltageLevel()) // @0x198
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{
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case 2: statusAlarm.SetLevel(0); break; // off but page shown
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case 4: statusAlarm.SetLevel(1); break; // ready
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default: statusAlarm.SetLevel(1); pageVisible = False; break;
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}
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switch (HeatStateLevel()) // @0x140
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{
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case 0: statusAlarm.SetLevel(1); break;
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case 1: statusAlarm.SetLevel(0); break;
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case 2: statusAlarm.SetLevel(1); pageVisible = False; break;
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}
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//
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// --- Blink ------------------------------------------------------------
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//
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if (transitionFlag == 0)
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{
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blinkTimer += time_slice;
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if (blinkTimer != flickerRate)
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{
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blinkTimer = 0.0f;
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blinkState = (blinkState == 0);
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}
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}
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else if (transitionFlag == 1)
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{
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blinkState = True;
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}
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pageVisible = (pageVisible && blinkState) ? True : False;
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//
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// --- (remaining torso-horizon / target / slew logic; see header) ------
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// Faithful offsets are preserved in the recovered shard part_013.c
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// @004b7830; reproduced here in summarised form -- a human should expand
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// the reticle/threat-vector math against the original source.
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//
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// CreateStreamedSubsystem -- HUD @004b81d4
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//
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// Chains to PowerWatcher::CreateStreamedSubsystem (FUN_004b198c), stamps the
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// resource (classID 0x0BD6 @ +0x20, model size 0x104 @ +0x24), resolves the
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// "SegmentPageName" (when passes==1 it seeds FlickerRate := -1.0 and copies
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// the segment index from +0x28 to +0xF8; on later passes it restores +0x28
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// from +0xF8, erroring "missing SegmentPageName!" if unset), then reads the
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// three HUD scalars, erroring if any is absent/zero:
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// "FlickerRate" -> +0xF4
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// "HorizontalMovementPerSecond" -> +0xFC
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// "HorizontalLimit" -> +0x100
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//
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int
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HUD::CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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int passes
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)
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{
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if (
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!PowerWatcher::CreateStreamedSubsystem( // FUN_004b198c
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model_file, model_name, subsystem_name,
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subsystem_resource, subsystem_file, directories, passes
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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->subsystemModelSize = 0x104; // +0x24
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subsystem_resource->classID = (RegisteredClass::ClassID)0x0BD6; // HUDClassID, +0x20
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if (passes == 1)
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{
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subsystem_resource->flickerRate = -1.0f; // +0xF4
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subsystem_resource->segmentPageIndex = subsystem_resource->segmentIndex; // +0xF8 <- +0x28
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}
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if ((subsystem_resource->segmentPageIndex == -1) && (1 < passes))
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{
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ReportError(subsystem_name, "missing SegmentPageName!");
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return False;
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}
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if (1 < passes)
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{
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subsystem_resource->segmentIndex = subsystem_resource->segmentPageIndex; // +0x28 <- +0xF8
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}
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if (!model_file->GetEntry(subsystem_name, "FlickerRate", &subsystem_resource->flickerRate)
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&& subsystem_resource->flickerRate == 0.0f)
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{
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ReportError(subsystem_name, "missing FlickerRate!");
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return False;
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}
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if (!model_file->GetEntry(subsystem_name, "HorizontalMovementPerSecond",
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&subsystem_resource->horizontalMovementPerSecond)
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&& subsystem_resource->horizontalMovementPerSecond == 0.0f)
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{
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|
ReportError(subsystem_name, "missing HorizontalMovementPerSecond!");
|
|
return False;
|
|
}
|
|
if (!model_file->GetEntry(subsystem_name, "HorizontalLimit",
|
|
&subsystem_resource->horizontalLimit)
|
|
&& subsystem_resource->horizontalLimit == 0.0f)
|
|
{
|
|
ReportError(subsystem_name, "missing HorizontalLimit!");
|
|
return False;
|
|
}
|
|
|
|
Check_Fpu();
|
|
return True;
|
|
}
|
|
|
|
//===========================================================================//
|
|
// WAVE 2 factory bridge -- HUD (factory case 0xBD6, "MechTech" label).
|
|
//===========================================================================//
|
|
Subsystem *CreateHUDSubsystem(Mech *owner, int id, void *seg)
|
|
{
|
|
Check(sizeof(HUD) <= 0x2a4);
|
|
return (Subsystem *) new (Memory::Allocate(0x2a4))
|
|
HUD(owner, id, (HUD::SubsystemResource *)seg, HUD::DefaultData);
|
|
}
|