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>
36 lines
997 B
C++
36 lines
997 B
C++
#ifndef tricoder_h
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#define tricoder_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define triangle_intro_bits 0x0f
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#define triangle_opacity_intro 0x01
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#define triangle_unopacity_intro 0x02
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#define triangle_dmg_set_intro 0x03
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#define triangle_dmg_clear_intro 0x04
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#define triangle_sca_intro 0x05
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#define triangle_dmg2enbl_intro 0x06
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#define triangle_undmg2enbl_intro 0x07
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#define triangle_bright32_intro 0x08
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#define triangle_dark32_intro 0x09
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#define triangle_fifty_intro 0x0a
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#define triangle_surfopacity_intro 0x0b
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#define triangle_albright32_intro 0x0c
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#define triangle_aldark32_intro 0x0d
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#define triangle_albrightfog_intro 0x0e
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#define triangle_texture_bit 0x010
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#define triangle_dither_bit 0x020
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#define triangle_gouraud_bit 0x040
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#define triangle_enbl2dmg_bit 0x080
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#define triangle_white_bit 0x100
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#define triangle_emiss_bit 0x200
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#ifdef __cplusplus
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}
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#endif
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#endif
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