Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
Archival snapshot of the Virtual World Entertainment Tesla cockpit
software, 1994-1996: MUNGA engine and L4 pod layer source (Borland
C++ 5.0), BT/RP game code, and game content (models, audio, maps,
gauges, Division renderer data). Includes third-party libraries:
Division dVS/DPL graphics, HMI SOS audio, WATTCP networking.

Files are preserved byte-for-byte (.gitattributes disables all
line-ending conversion). README.md documents the layout, target
hardware, and toolchain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:21:58 -05:00

57 lines
1.8 KiB
C++

//===========================================================================//
// File: time.cc //
// Project: MUNGA Brick: Time Manager //
// Contents: Implementation details of the Time Manager //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 10/19/94 JMA Initial coding. //
// 10/24/94 JMA Added Lester's IBM RTC code in as SystemClock class //
// 10/28/94 JMA Made compatible with SGI CC //
// 11/03/94 ECH Made compatible with BC4.0 //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#include <munga.hpp>
#pragma hdrstop
#if !defined(TIME_HPP)
#include <time.hpp>
#endif
//#############################################################################
//########################### System Clock ##############################
//#############################################################################
SystemClock
SystemClock::timer;
Scalar
SystemClock::ticksPerSecond = 1000.0f;
long
SystemClock::GetRTC()
{
static long time=0L;
return time++;
}
SystemClock::SystemClock()
{
pauseStart = 0L;
pauseTime = 0L;
}
void
SystemClock::Shutdown()
{
}
float
Get_Frame_Percent_Used()
{
return 0.5f;
}