The reconstructed tree now produces a runnable binary with the authentic 1995 toolchain (BC4.52 / tlink32 / DPMI32): - BTL4.CPP main TU reconstructed from the 4.11 Ghidra decomp (FUN_0040109c) + the 4.10 binary's own string pool + surviving RPL4TOOL.CPP house style; probe_main.cpp scaffold retired (BTL4.NOTES.md documents every decoded call) - L4NET.CPP staged: L4NetworkManager ctor/dtor + 10 vtable-pulled virtuals (standalone-benign ones no-op, network ones Fail loudly) + NetNub client globals (Net_Common_Ptr=NULL routes L4File to its plain-DOS path) - build410.sh: libs now built in the AUTHENTIC makefile member order (MUNGA.MAK / mungal4.mak / BT.MAK / BTL4.MAK). Order is load-bearing: tlink emits static-init records in module pull order, and alphabetical order booted into a null-vptr crash (IcomManager::ClassDerivations constructing before parent NetworkClient::ClassDerivations). Also fixed stage_link to the proven 32-bit lib set (SOSDBXC+SOSMBXC, no WATTCPLG) - BOXTREE.HPP MemoryBlock unify, BTL4GRND notify stubs, remaining engine backfills (audio/gauge/resource/stream TUs) that closed the deep ledger Smoke test (DOSBox-X + 32RTM, copy of the pod BT tree, our exe swapped in): BattleTech v4.10 BTL4Application::BTL4Application l4net.cpp(22): L4NetworkManager -- l4net.cpp not yet reconstructed Static init, main, -egg parse, BTL4.RES load (version 1.0.6 check passes), ApplicationManager and the BTL4Application ctor chain all execute real reconstructed code; boot halts at the first staged Fail() as designed. Next brick: the real l4net.cpp body. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
244 lines
5.3 KiB
C++
244 lines
5.3 KiB
C++
# if !defined(MUNGA_HPP)
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# include <munga.hpp>
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# endif
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#pragma hdrstop
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# if !defined(SCNROLE_HPP)
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# include <scnrole.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(NOTATION_HPP)
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# include <notation.hpp>
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# endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ScenarioRole::ScenarioRole(const CString &role_name)
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{
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damageReceivedModifier = 0.0f;
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damageInflictedModifier = 0.0f;
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damageBias = 0.0f;
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friendlyFirePenalty = 0.0f;
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killBonus = 0.0f;
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roleName = role_name;
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returnFromDeath = 0;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ScenarioRole::ScenarioRole(const CString &role_name, const CString &model_file)
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{
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Check_Pointer(&role_name);
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Check_Pointer(&model_file);
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roleName = role_name;
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Truncate the Role:: from roleName
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ResourceFile
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*res = application->GetResourceFile();
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ResourceDescription
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*player_res_des;
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player_res_des = res->FindResourceDescription(
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model_file,
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ResourceDescription::GameModelResourceType
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);
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if (player_res_des)
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{
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player_res_des->Lock();
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ModelResource
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*player_data = (ModelResource *)player_res_des->
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resourceAddress;
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killBonus = player_data->killBonus;
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returnFromDeath = player_data->returnFromDeath;
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damageReceivedModifier = player_data->damageReceivedModifier;
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damageInflictedModifier = player_data->damageInflictedModifier;
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damageBias = player_data->damageBias;
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friendlyFirePenalty = player_data->friendlyFirePenalty;
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player_res_des->Unlock();
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}
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else
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{
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Tell(role_name);
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Warn(" does not exists in resource! ");
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damageReceivedModifier = 0.0f;
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damageInflictedModifier = 0.0f;
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damageBias = 0.0f;
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friendlyFirePenalty = 0.0f;
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killBonus = 0.0f;
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returnFromDeath = 0;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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ScenarioRole::CalcDamageReceivedScore(const Scalar &damage_received)
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{
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Check(this);
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// ]
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Calculate modified score for the player receiving damage
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// damageReceived * damageReceivedModifier
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Check(this);
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Check_Fpu();
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return -(damage_received * GetDamageReceivedModifier());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ScenarioRole::~ScenarioRole()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ResourceDescription::ResourceID
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ScenarioRole::CreateModelResource(
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#if DEBUG_LEVEL>0
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ResourceFile *resource_file,
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const char* model_name,
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NotationFile * model_file,
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const ResourceDirectories *directories,
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ModelResource *model
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#else
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ResourceFile *resource_file,
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const char* model_name,
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NotationFile * model_file,
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const ResourceDirectories *,
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ModelResource *model
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#endif
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)
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{
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Check(resource_file);
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Check_Pointer(model_name);
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Check_Pointer(directories);
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//
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// If we were not provided a buffer to write the model data into, we must
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// create it ourselves. Then make sure that the model stuff is read in
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//
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ModelResource *local_model = model;
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if (!local_model)
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{
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local_model = new ModelResource;
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Register_Pointer(local_model);
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}
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//----------------------------------------
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// Read in the data from notation file
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//----------------------------------------
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//
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// Get PointValue assigned to this ScoreZone
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//
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if(
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!model_file->GetEntry(
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"gamedata",
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"KillBonus",
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&local_model->killBonus
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)
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)
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{
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cerr << model_name << "Missing KillBonus" << endl;
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Dump_And_Die:
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if (!model)
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{
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Unregister_Pointer(local_model);
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delete local_model;
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}
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return -1;
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"DamageReceivedModifier",
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&local_model->damageReceivedModifier
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)
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)
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{
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cerr << model_name << "Missing DamageReceivedModifier" << endl;
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goto Dump_And_Die;
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"DamageInflictedModifier",
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&local_model->damageInflictedModifier
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)
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)
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{
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cerr << model_name << "Missing DamageInflictedModifier" << endl;
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goto Dump_And_Die;
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"ReturnFromDeath",
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&local_model->returnFromDeath
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)
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)
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{
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cerr << model_name << "Missing ReturnFromDeath" << endl;
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goto Dump_And_Die;
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"DamageBias",
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&local_model->damageBias
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)
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)
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{
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cerr << model_name << "Missing DamageBias" << endl;
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goto Dump_And_Die;
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}
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if(
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!model_file->GetEntry(
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"gamedata",
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"FriendlyFirePenalty",
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&local_model->friendlyFirePenalty
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)
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)
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{
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cerr << model_name << "Missing FriendlyFirePenalty" << endl;
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goto Dump_And_Die;
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}
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if (!model)
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{
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ResourceDescription *new_res =
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resource_file->AddResource(
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model_name,
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ResourceDescription::GameModelResourceType,
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1,
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ResourceDescription::Preload,
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local_model,
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sizeof(*local_model)
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);
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Unregister_Pointer(local_model);
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delete local_model;
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Check_Fpu();
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Check(new_res);
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return new_res->resourceID;
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}
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else
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{
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Check_Fpu();
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return 0;
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}
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}
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