Files
TeslaRel410/restoration/source410/BT/MECHWEAP.CPP
T
CydandClaude Fable 5 80ac2943a0 BT410 5.3.118: the census closes -- the authoring-side CreateStreamedSubsystem family, and the Fail count reaches ZERO
The last eight stubs plus the two chain layers they actually need
(PoweredSubsystem @004b13ac and ProjectileWeapon @004bc7cc were DECLARED in
our headers all along -- only their definitions were missing).  These are
the notation->stream converters the 1995 authoring pipeline ran; missions
read prebuilt streams and never call them, so the verification standard is
compile + link + the raw decomp's key fingerprints -- and those fingerprints
convicted the donors three more times:

- The heat chain: Condenser, Reservoir AND PoweredSubsystem all chain ONE
  shared parser (@004ae150, reconstructed in full from the decomp -- the
  BT411 donor's body was its own TODO stub with a miscited address).  It
  reads the five thermal scalars and the conduction-graph link (the
  linkedSinkIndex our wire-format work dump-verified from the runtime side,
  with the +2 segment-table bias), and HeatSink adds no keys of its own.
- The Emitter's SeekVoltage LADDER is a notation ENTRY LIST walked in file
  order (curve rungs in sequence, the RecommendedIndex entry by name); the
  donor flattened it to one keyed read, which would author one-rung ladders
  against the runtime's real five-rung ones.  MakeEntryList/GetFirstEntry
  is the engine's own idiom.
- PipColor and MuzzleVelocity parse through the engine's authentic
  Convert_From_Ascii overloads (RGBColor / Vector3D); the donors' sscanf
  substitutes were port drift.  Explosion and alarm models resolve as model
  FAMILIES (ModelListResourceType == the literal 1 in the binary; the donor
  comment calling it GameModelResourceType was wrong-name-right-number).

Entry reads target the SUBSYSTEM notation file -- the decomp's fifth
argument at every site; several donors wrote model_file.  Class IDs stamp
through OUR reader's enum symbols (they parse the real BTL4.RES streams
today, and the 3000-base enum lands exactly on the binary's 0xBBB.. ids;
0x0BCD is the weapon-base stamp every concrete leaf overwrites).

Stubs: NONE.  Every function in restoration/source410 now has a body.
Mission soak clean.  Remaining reconstruction is depth, not holes: the
mech4/mech3 archaeology (IntegrateMotion, the master-perf disasm, the
stream builders that seed the 0xC/0x100 flags), HUD blocks 4-6, and the
live networked/rig verifications queued for when a pod is available.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 11:22:12 -05:00

715 lines
22 KiB
C++

//===========================================================================//
// File: mechweap.cpp //
// Project: BattleTech Brick: Mech weapons //
// Contents: MechWeapon -- the base weapon subsystem //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include <bt.hpp>
#pragma hdrstop
#if !defined(COLOR_HPP)
# include <color.hpp> // RGBColor + Convert_From_Ascii (PipColor)
#endif
#if !defined(MECHWEAP_HPP)
# include <mechweap.hpp>
#endif
#if !defined(MECH_HPP)
# include <mech.hpp>
#endif
#if !defined(SEGMENT_HPP)
# include <segment.hpp>
#endif
#include <string.h>
#include <stdlib.h>
#if !defined(RANDOM_HPP)
# include <random.hpp>
#endif
#if !defined(BTPLAYER_HPP)
# include <btplayer.hpp>
#endif
Derivation
MechWeapon::ClassDerivations(
PoweredSubsystem::ClassDerivations,
"MechWeapon"
);
//
//#############################################################################
// Message handlers (binary ids 9/10 @004b9550/@004b95b8) -- the weapon-group
// config buttons, chained onto the PoweredSubsystem generator panel (4-8),
// which chains HeatSink (3): a weapon's dispatch reaches the whole cockpit
// column. (The set MUST be a real defined object: the surviving CODE
// PPC.CPP binds the inherited name into PPC::DefaultData, and a
// declared-but-undefined static links as a zero-filled common block.)
//#############################################################################
//
const MechWeapon::HandlerEntry
MechWeapon::MessageHandlerEntries[] =
{
MESSAGE_ENTRY(MechWeapon, ConfigureMappables), // id 9 @004b9550
MESSAGE_ENTRY(MechWeapon, ChooseButton) // id 10 @004b95b8
};
MechWeapon::MessageHandlerSet
MechWeapon::MessageHandlers(
ELEMENTS(MechWeapon::MessageHandlerEntries),
MechWeapon::MessageHandlerEntries,
PoweredSubsystem::MessageHandlers
);
//
//#############################################################################
// Attribute Support -- the 1995 binary table (@0x511890), IDs pinned so the
// streamed per-mech control mappings resolve: TriggerState (0x13) is what the
// authored fire buttons bind (the controls push then writes the trigger state
// straight into fireImpulse each frame). The pads bridge our chain gap
// 2..0x11 (parents publish nothing yet) -- REQUIRED, because Build leaves
// uncovered gap slots uninitialized; they target rechargeLevel, harmless if a
// stray mapping ever binds one (BT411 shipped the same). Pip*/WeaponRange
// pads-to-rechargeLevel where the member isn't reconstructed yet are noted.
//#############################################################################
//
#define MECHWEAP_PAD(n, name) \
{ (int)MechWeapon::MechWeaponPadFirstAttributeID + n, name, \
(Simulation::AttributePointer)&MechWeapon::rechargeLevel }
const MechWeapon::IndexEntry
MechWeapon::AttributePointers[]=
{
//
// TWO pads now, not three: HeatSink grew ReportLeak, so
// PoweredSubsystem::NextAttributeID moved 0x0F -> 0x10 and the bridge
// to the binary-pinned PercentDone (0x12) is one slot shorter.
//
MECHWEAP_PAD( 0, "MechWeaponPad11"),
ATTRIBUTE_ENTRY(MechWeapon, PercentDone, rechargeLevel), // 0x12
ATTRIBUTE_ENTRY(MechWeapon, TriggerState, fireImpulse), // 0x13
ATTRIBUTE_ENTRY(MechWeapon, DistanceToTarget, rangeToTarget), // 0x14
ATTRIBUTE_ENTRY(MechWeapon, TargetWithinRange, targetWithinRange), // 0x15
ATTRIBUTE_ENTRY(MechWeapon, WeaponRange, effectiveRange), // 0x16
{ (int)MechWeapon::PipPositionAttributeID, "PipPosition", // 0x17 (pip
(Simulation::AttributePointer)&MechWeapon::rechargeLevel }, // members
{ (int)MechWeapon::PipColorAttributeID, "PipColor", // 0x18 not yet
(Simulation::AttributePointer)&MechWeapon::rechargeLevel }, // recon-
{ (int)MechWeapon::PipExtendedRangeAttributeID, "PipExtendedRange", // 0x19 structed)
(Simulation::AttributePointer)&MechWeapon::rechargeLevel },
ATTRIBUTE_ENTRY(MechWeapon, EstimatedReadyTime, estimatedReadyTime),// 0x1A
ATTRIBUTE_ENTRY(MechWeapon, RearFiring, rearFiring), // 0x1B
ATTRIBUTE_ENTRY(MechWeapon, WeaponState, weaponAlarm) // 0x1C
};
MechWeapon::AttributeIndexSet
MechWeapon::AttributeIndex(
ELEMENTS(MechWeapon::AttributePointers),
MechWeapon::AttributePointers,
PoweredSubsystem::AttributeIndex
);
MechWeapon::SharedData
MechWeapon::DefaultData(
MechWeapon::ClassDerivations,
MechWeapon::MessageHandlers,
MechWeapon::AttributeIndex,
Subsystem::StateCount
);
MechWeapon::MechWeapon(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &shared_data
):
PoweredSubsystem(owner, subsystem_ID, subsystem_resource, shared_data)
{
Check(owner);
Check_Pointer(subsystem_resource);
rechargeRate = subsystem_resource->rechargeRate;
weaponRange = subsystem_resource->weaponRange;
damageAmount = subsystem_resource->damageAmount;
damageType = subsystem_resource->damageType;
heatCostToFire = subsystem_resource->heatCostToFire;
explosionResourceID = subsystem_resource->explosionModelFile;
targetWithinRange = False;
damageData.damageType = damageType;
damageData.damageAmount = damageAmount;
//
// Fire-machine state: spawn fully charged and Loaded (ready to fire).
//
fireImpulse = 0.0f;
previousFireImpulse = 0.0f;
rechargeLevel = 1.0f;
rangeToTarget = 0.0f;
effectiveRange = weaponRange;
estimatedReadyTime = 0;
recoil = 0.0f;
weaponAlarm.Initialize(WeaponStateCount);
weaponAlarm.SetLevel(LoadedState);
//
// REAR-FIRING resolve (the binary ctor tail @004b99a8): a weapon is
// rear-mounted when its MOUNT SEGMENT's site name carries the 'b' (back)
// marker -- the back gun ports (sitelbgunport / siterbgunport) are the only
// port names containing it. Rear-mounted weapons fire only into the
// LOOK-BACK view; everything else fires forward. The look-state commit
// (Mech::CommitLookState) re-arms viewFireEnable on every view change; a
// weapon spawns armed for the forward view.
//
rearFiring = False;
{
EntitySegment *mount = owner->GetSegment(GetSegmentIndex());
if (mount != NULL)
{
const char *mount_name = mount->GetName();
if (mount_name != NULL && strstr(mount_name, "b") != NULL)
{
rearFiring = True;
}
}
}
viewFireEnable = (rearFiring == False);
if (getenv("BT_MECH_LOG"))
{
EntitySegment *mount = owner->GetSegment(GetSegmentIndex());
DEBUG_STREAM << "[weap] '" << GetName()
<< "' seg=" << GetSegmentIndex() << " mount=";
if (mount != NULL)
{
DEBUG_STREAM << mount->GetName();
}
else
{
DEBUG_STREAM << "<none>";
}
DEBUG_STREAM << " rear=" << (int)rearFiring << endl << flush;
}
Check_Fpu();
}
//
//#############################################################################
// DeathReset -- the weapon half of the respawn restore.
//#############################################################################
//
void
MechWeapon::DeathReset(Logical full_reset)
{
Check(this);
//
// The FULL powered-chain restore (base heal + thermal + electrical
// re-init): a mech that died hot must NOT respawn with guns still at
// FailureHeat (the hard gate + the jam roll read the carried
// temperature). The electrical FSM re-enters Starting and lifts to
// Ready on the next sim frame (startTimer holds startTime).
//
PoweredSubsystem::DeathReset(full_reset);
fireImpulse = 0.0f;
previousFireImpulse = 0.0f;
rechargeLevel = 0.0f;
recoil = 0.0f;
rangeToTarget = 0.0f;
targetWithinRange = False;
weaponAlarm.SetLevel(LoadingState);
}
//
//#############################################################################
// The weapon-group config buttons (ids 9/10). STAGED: the binary bodies
// (@004b9550/@004b95b8) drive the group-assign flow with the HUD config
// page; until that page exists the press is latched (configureActivePress)
// and logged -- the dispatch path itself is the live, authentic part.
//#############################################################################
//
void
MechWeapon::ConfigureMappablesMessageHandler(
ReceiverDataMessageOf<int> *message)
{
Check(this);
configureActivePress = message->dataContents;
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[btn] '" << GetName()
<< "' ConfigureMappables press=" << message->dataContents
<< " (staged latch)" << endl << flush;
}
}
void
MechWeapon::ChooseButtonMessageHandler(
ReceiverDataMessageOf<int> *message)
{
Check(this);
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[btn] '" << GetName()
<< "' ChooseButton press=" << message->dataContents
<< " (staged)" << endl << flush;
}
}
MechWeapon::~MechWeapon()
{
}
Logical
MechWeapon::TestClass(Mech &)
{
return True;
}
//
//#############################################################################
// CheckFireEdge -- the rising-edge detector on fireImpulse (binary @004b9608).
// TriggerState (attr 0x13) carries the raw ControlsButton INT bit-copied by the
// streamed direct mapping (+(button+1) press / -(button+1) release), so the
// release value reads as a negative NaN in float terms; the binary's x87
// compare effectively treated it as "released". Comparing the BIT PATTERNS as
// signed ints is sign-correct for the button ints AND for genuine float values
// (0.0f = 0x0, positives > 0, negatives/NaNs < 0), reproducing the binary's
// behavior exactly.
//#############################################################################
//
Logical
MechWeapon::CheckFireEdge()
{
Check(this);
int current = *(int *)&fireImpulse;
int previous = *(int *)&previousFireImpulse;
Logical edge = (current > 0 && previous <= 0) ? True : False;
previousFireImpulse = fireImpulse;
return edge;
}
//
//#############################################################################
// ComputeOutputVoltage -- the recharge-dial writer (binary @004b9c9c, vtable
// slot the Emitter overrides with its own voltage form):
// rechargeLevel = (rechargeRate - recoil) / rechargeRate
// The Loading tick decays recoil from rechargeRate toward 0, so the dial rises
// 0 -> 1 over the authored RechargeRate seconds.
//#############################################################################
//
void
MechWeapon::ComputeOutputVoltage()
{
Check(this);
rechargeLevel = (rechargeRate - recoil) / rechargeRate;
}
Logical
MechWeapon::TestInstance() const
{
return IsDerivedFrom(ClassDerivations);
}
//
//#############################################################################
// FireWeapon Abstract -- each concrete weapon (Emitter/PPC, ProjectileWeapon/
// Gauss/MissileLauncher) overrides this. Reaching the base is a bug.
//#############################################################################
//
void
MechWeapon::FireWeapon()
{
Fail("MechWeapon::FireWeapon -- should not be here (abstract)");
}
//
//#############################################################################
// GetMuzzlePoint (binary @004b9948) -- the mount segment's world-frame
// position: segmentToEntity x localToWorld (GetSegmentToWorld), translation
// extracted by transforming the segment-space origin. This is what makes
// fire leave FROM THE GUN and follow the torso twist.
//#############################################################################
//
void
MechWeapon::GetMuzzlePoint(Point3D &point)
{
Check(this);
point = owner->localOrigin.linearPosition;
if (GetSegmentIndex() >= 0)
{
EntitySegment *segment = owner->GetSegment(GetSegmentIndex());
if (segment != NULL)
{
LinearMatrix to_world;
owner->GetSegmentToWorld(*segment, &to_world);
point.Multiply(Point3D(0.0f, 0.0f, 0.0f), to_world);
}
}
}
//
//#############################################################################
// HasActiveTarget -- the owner mech's target slot (binary owner+0x388).
//#############################################################################
//
Logical
MechWeapon::HasActiveTarget()
{
Check(this);
return (owner != NULL && owner->GetTargetEntity() != NULL)
? True : False;
}
//
//#############################################################################
// UpdateTargeting -- refresh the range to the current target and the
// within-range flag (binary @004b9bdc). effectiveRange is the (heat-degraded,
// later) weapon range.
//#############################################################################
//
Logical
MechWeapon::UpdateTargeting()
{
Check(this);
Entity *target = (owner != NULL) ? owner->GetTargetEntity() : NULL;
if (target == NULL)
{
targetWithinRange = False;
return False;
}
Vector3D span;
span.Subtract(
target->localOrigin.linearPosition,
owner->localOrigin.linearPosition
);
rangeToTarget = span.Length();
targetWithinRange = (rangeToTarget <= effectiveRange) ? True : False;
return targetWithinRange;
}
//
//#############################################################################
// SendDamage Deliver this weapon's damage to the struck entity: build the
// engine TakeDamageMessage (inflictor = our mech) and dispatch it AT the
// target, whose handler routes damageZones[zone]->TakeDamage with the
// authored per-type scales. INTERIM zone pick: a uniform roll over the
// target's hull zones -- the authentic resolver is the reticle hit (aimed) or
// the cylinder hit-location table (unaimed), both in the render/mech3 wave.
//#############################################################################
//
void
MechWeapon::SendDamage(Entity *target, Damage &damage)
{
Check(this);
Check(target);
int zone = -1;
if (target->damageZoneCount > 0)
{
zone = Random(target->damageZoneCount);
//
// DEV hook BT_FORCE_ZONE=n: pin every hit to zone n (concentrated
// fire -- exercises the zone-death cascade headlessly).
//
{
const char *force_zone = getenv("BT_FORCE_ZONE");
if (force_zone != NULL)
{
int forced = atoi(force_zone);
if (forced >= 0 && forced < target->damageZoneCount)
{
zone = forced;
}
}
}
}
Entity::TakeDamageMessage
hit(
Entity::TakeDamageMessageID,
sizeof(Entity::TakeDamageMessage),
(owner != NULL) ? owner->GetEntityID() : EntityID::Null,
zone,
damage
);
target->Dispatch(&hit);
//
// The DAMAGE SCORE: post the type-0 ScoreInflicted to OUR pilot (the
// authentic producer sits in the unexported master-perf writer; the
// port shape posts per delivered hit). senderMechID = the VICTIM.
//
if (owner != NULL && owner->GetInstance() != Entity::ReplicantInstance
&& owner->GetPlayerLink() != NULL)
{
BTPlayer::ScoreMessage
damage_score(
BTPlayer::ScoreInflictedMessageID,
sizeof(BTPlayer::ScoreMessage),
0.0f,
BTPlayer::DamageInflictedScore,
damage.damageAmount,
target->GetEntityID()
);
owner->GetPlayerLink()->Dispatch(&damage_score);
}
if (getenv("BT_MECH_LOG"))
{
DEBUG_STREAM << "[dmg] '" << GetName()
<< "' hit zone " << zone
<< " amount=" << damage.damageAmount
<< " type=" << damage.damageType;
if (zone >= 0 && zone < target->damageZoneCount
&& target->damageZones != NULL
&& target->damageZones[zone] != NULL)
{
DEBUG_STREAM << " -> zoneLevel="
<< target->damageZones[zone]->damageLevel;
}
DEBUG_STREAM << endl << flush;
}
}
//
//#############################################################################
// CreateStreamedSubsystem Model-load-time construction. Not yet reconstructed.
//#############################################################################
//
//
//#############################################################################
// CreateStreamedSubsystem -- binary @004b9d10 (1868 bytes). The weapon
// record parser: chains the powered record, stamps size 0x1BC and the
// weapon-base classID (0x0BCD), primes the weapon fields on the first pass,
// then reads the ballistics/pip block. Required unless already set:
// DamageAmount, HeatCostToFire, PipPosition, PipColor, PipExtendedRange,
// RechargeRate, WeaponRange, DamageType, ExplosionModelFile. PipColor uses
// the engine's own RGB parser (Convert_From_Ascii -- the BT411 donor's
// sscanf was drift); the explosion resolves as a model FAMILY
// (ModelListResourceType -- the streamed id is a family id, the same truth
// the missile work established from the runtime side).
//#############################################################################
//
int
MechWeapon::CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes
)
{
if (
!PoweredSubsystem::CreateStreamedSubsystem(
model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories, passes
)
)
{
return False;
}
subsystem_resource->subsystemModelSize = 0x1BC;
subsystem_resource->classID =
(RegisteredClass::ClassID)RegisteredClass::ProjectileWeaponClassID;
// ^ 0x0BCD -- the binary's weapon-base stamp; our enum spells the value
// ProjectileWeaponClassID. Every concrete leaf (Emitter, launcher...)
// overwrites it with its own id after this call.
if (passes == 1)
{
subsystem_resource->rechargeRate = -1.0f;
subsystem_resource->weaponRange = -1.0f;
subsystem_resource->explosionModelFile = (ResourceDescription::ResourceID)-1;
subsystem_resource->damageAmount = -1.0f;
subsystem_resource->heatCostToFire = -1.0f;
subsystem_resource->pipPosition = -1;
subsystem_resource->pipColor[0] = -1.0f;
subsystem_resource->pipColor[1] = -1.0f;
subsystem_resource->pipColor[2] = -1.0f;
subsystem_resource->pipExtendedRange = -1;
}
if (subsystem_resource->segmentIndex == -1 && passes > 1)
{
DEBUG_STREAM << subsystem_name << " missing SegmentPageName!" << endl;
return False;
}
if (
!subsystem_file->GetEntry(subsystem_name, "DamageAmount",
&subsystem_resource->damageAmount)
&& subsystem_resource->damageAmount == -1.0f
)
{
DEBUG_STREAM << model_name << " Missing DamageAmount" << endl;
return False;
}
if (
!subsystem_file->GetEntry(subsystem_name, "HeatCostToFire",
&subsystem_resource->heatCostToFire)
&& subsystem_resource->heatCostToFire == -1.0f
)
{
DEBUG_STREAM << subsystem_name << " missing HeatCostToFire !" << endl;
return False;
}
if (
!subsystem_file->GetEntry(subsystem_name, "PipPosition",
&subsystem_resource->pipPosition)
&& subsystem_resource->pipPosition == -1
)
{
DEBUG_STREAM << subsystem_name << " missing PipPosition!" << endl;
return False;
}
const char
*pip_color_name = "Unspecified";
if (
!subsystem_file->GetEntry(subsystem_name, "PipColor", &pip_color_name)
&& subsystem_resource->pipColor[0] == -1.0f
)
{
DEBUG_STREAM << subsystem_name << " missing PipColor!" << endl;
return False;
}
if (strcmp(pip_color_name, "Unspecified") != 0)
{
RGBColor
pip_color;
Convert_From_Ascii(pip_color_name, &pip_color);
subsystem_resource->pipColor[0] = pip_color.Red;
subsystem_resource->pipColor[1] = pip_color.Green;
subsystem_resource->pipColor[2] = pip_color.Blue;
}
if (
!subsystem_file->GetEntry(subsystem_name, "PipExtendedRange",
&subsystem_resource->pipExtendedRange)
&& subsystem_resource->pipExtendedRange == -1
)
{
DEBUG_STREAM << subsystem_name << " missing PipExtendedRange!" << endl;
return False;
}
if (
!subsystem_file->GetEntry(subsystem_name, "RechargeRate",
&subsystem_resource->rechargeRate)
&& subsystem_resource->rechargeRate == -1.0f
)
{
DEBUG_STREAM << model_name << " Missing RechargeRate" << endl;
return False;
}
if (
!subsystem_file->GetEntry(subsystem_name, "WeaponRange",
&subsystem_resource->weaponRange)
&& subsystem_resource->weaponRange == -1.0f
)
{
DEBUG_STREAM << model_name << " Missing WeaponRange" << endl;
return False;
}
const char
*damage_type_name = "Unspecified";
if (
!subsystem_file->GetEntry(subsystem_name, "DamageType", &damage_type_name)
&& subsystem_resource->damageAmount == -1.0f
)
{
DEBUG_STREAM << model_name << " missing DamageType" << endl;
return False;
}
if (strcmp(damage_type_name, "Unspecified") != 0)
{
if (strcmp(damage_type_name, "CollisionDamage") == 0)
{
subsystem_resource->damageType = Damage::CollisionDamageType;
}
else if (strcmp(damage_type_name, "BallisticDamage") == 0)
{
subsystem_resource->damageType = Damage::BallisticDamageType;
}
else if (strcmp(damage_type_name, "ExplosiveDamage") == 0)
{
subsystem_resource->damageType = Damage::ExplosiveDamageType;
}
else if (strcmp(damage_type_name, "LaserDamage") == 0)
{
subsystem_resource->damageType = Damage::LaserDamageType;
}
else if (strcmp(damage_type_name, "EnergyDamage") == 0)
{
subsystem_resource->damageType = Damage::EnergyDamageType;
}
else
{
DEBUG_STREAM << model_name << " has an unknown DamageType of "
<< damage_type_name << endl;
return False;
}
}
const char
*explosion_model_name = "Unspecified";
if (
!subsystem_file->GetEntry(subsystem_name, "ExplosionModelFile",
&explosion_model_name)
&& subsystem_resource->explosionModelFile
== (ResourceDescription::ResourceID)-1
)
{
DEBUG_STREAM << model_name << " missing ExplosionModelFile" << endl;
return False;
}
ResourceDescription
*explosion = NULL;
if (strcmp(explosion_model_name, "Unspecified") != 0)
{
explosion =
resource_file->FindResourceDescription(
explosion_model_name,
ResourceDescription::ModelListResourceType);
}
if (
explosion == NULL &&
subsystem_resource->explosionModelFile
== (ResourceDescription::ResourceID)-1
)
{
DEBUG_STREAM << model_name << " cannot find " << explosion_model_name
<< " in resource file!" << endl;
return False;
}
if (explosion != NULL)
{
subsystem_resource->explosionModelFile = explosion->resourceID;
}
Check_Fpu();
return True;
}