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>
26 lines
875 B
C++
26 lines
875 B
C++
void outch( char ch ); /* print character to stdio */
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void outs( char far *s); /* print a ASCIIZ string to stdio */
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void outsn( char far *s,int n); /* print a string with len max n */
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void outhex( char ch );
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void outhexes( char far *ch, int n );
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void qmove( void far * src, void far * dest, int len );
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int qcmp( void far *src, void far *dest, int len );
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void _keep( int status, int paragraphs );
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int sem_up( void far * ptr );
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unsigned long set_timeout( unsigned int seconds );
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unsigned long set_ttimeout( unsigned int ticks );
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int chk_timeout( unsigned long timeout );
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unsigned long intel( unsigned long );
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unsigned short intel16( unsigned short );
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unsigned inchksum( void far *ptr, int len); /* IP checksum */
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/*
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* qmsg.c
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*/
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void dputch( char x );
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void dmsg( char *s );
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void dhex1int( int x );
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void dhex2int( int x );
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void dhex4int( int x );
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