The base all ~30 mech subsystems derive from. Reconstructed against the 4.10 structure per the MECHSUB.NOTES analysis (NOT backdated from BT411's divergent version): - Header: expanded with the real mech-specific member set (statusAlarm = AlarmIndicator, vitalSubsystem, alarmModel, criticalReference, collisionCriticalHitWeight, printSimulationState, configureActivePress, resource). Dropped the speculative MessageHandlers static -- MechSubsystem reuses the base Subsystem sets (inherited Simulation handlers/attrs/statecount). - CPP: statics (ClassDerivations/DefaultData), both ctors (light name+classID and resource), dtor, TestClass/TestInstance, and the damage API on the 4.10 per-type model -- GetSubsystemDamageLevel/SetSubsystemDamageLevel read/write the real DamageZone::damageLevel [0,1]; ForceCriticalFailure; TakeDamage delegates to the zone. Both ctors build the damage zone the base leaves NULL. Deferred (documented): the Mech__DamageZone per-type armour STREAM wiring (ctors use a trivial armour-free base DamageZone placeholder for now) and CreateStreamedSubsystem (model-load stream format). These are refinements above the ctor frontier, not boot blockers. Compile-verified (BT: 24 ok); full tree still links clean. Next: the subsystem roster (GAUSS/PPC/SENSOR source + .TCP partials + decomp). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
219 lines
6.4 KiB
C++
219 lines
6.4 KiB
C++
//===========================================================================//
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// File: mechsub.cpp //
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// Project: BattleTech Brick: Mech subsystems //
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// Contents: Implementation details for the MechSubsystem base //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <bt.hpp>
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#pragma hdrstop
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#if !defined(MECHSUB_HPP)
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# include <mechsub.hpp>
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#endif
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#if !defined(MECH_HPP)
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# include <mech.hpp>
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#endif
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#if !defined(DAMAGE_HPP)
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# include <damage.hpp>
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#endif
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//
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//#############################################################################
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// Shared data support -- MechSubsystem adds no message handlers or attributes
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// that are boot-critical, so it reuses the base Subsystem sets (which are the
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// inherited Simulation sets).
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//#############################################################################
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//
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Derivation
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MechSubsystem::ClassDerivations(
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Subsystem::ClassDerivations,
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"MechSubsystem"
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);
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MechSubsystem::SharedData
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MechSubsystem::DefaultData(
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MechSubsystem::ClassDerivations,
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Subsystem::MessageHandlers,
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Subsystem::AttributeIndex,
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Subsystem::StateCount
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);
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//
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//#############################################################################
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// Light constructor (name + classID). For a subsystem created without a
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// streamed resource; builds a trivial (armour-free) damage zone named by the
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// base.
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//#############################################################################
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//
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MechSubsystem::MechSubsystem(
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Mech *owner,
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int subsystem_ID,
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const char *subsystem_name,
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RegisteredClass::ClassID class_id,
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SharedData &shared_data
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):
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Subsystem(owner, subsystem_ID, subsystem_name, class_id, shared_data)
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{
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this->owner = owner;
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vitalSubsystem = False;
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alarmModel = ResourceDescription::NullResourceID;
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criticalReference = 0.0f;
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collisionCriticalHitWeight = 0.0f;
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printSimulationState = False;
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configureActivePress = -1;
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resource = NULL;
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statusAlarm.SetLevel(0);
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//
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// The base Subsystem ctor leaves damageZone NULL; give this subsystem a
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// trivial (armour-free) zone.
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//
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damageZone = new DamageZone(owner, 0);
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Register_Object(damageZone);
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}
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//
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//#############################################################################
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// Resource constructor. Chains the base Subsystem resource ctor and seeds the
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// mech-specific fields from the subsystem resource.
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//
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// The 4.10 damage model is per-damage-TYPE: the damage zone owns
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// defaultArmorPoints + damageScale[5] and streams them itself (a
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// Mech__DamageZone built from the model's damage-zone stream). Wiring that
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// stream through from the resource is deferred (see MECHSUB.NOTES.md); until
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// then the subsystem gets a trivial armour-free zone so it constructs and takes
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// damage with default (unscaled) behaviour.
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//#############################################################################
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//
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MechSubsystem::MechSubsystem(
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Mech *owner,
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int subsystem_ID,
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SubsystemResource *subsystem_resource,
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SharedData &shared_data
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):
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Subsystem(owner, subsystem_ID, subsystem_resource, shared_data)
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{
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Check_Pointer(subsystem_resource);
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this->owner = owner;
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resource = subsystem_resource;
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vitalSubsystem = (subsystem_resource->vitalSubsystemIndex == 1);
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alarmModel = subsystem_resource->alarmModel;
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printSimulationState = subsystem_resource->printSimulationState;
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criticalReference = subsystem_resource->criticalReference;
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collisionCriticalHitWeight = subsystem_resource->collisionCriticalHitWeight;
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configureActivePress = -1;
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statusAlarm.SetLevel(0);
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damageZone = new DamageZone(owner, GetSegmentIndex());
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Register_Object(damageZone);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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MechSubsystem::~MechSubsystem()
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{
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if (damageZone)
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{
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Unregister_Object(damageZone);
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delete damageZone;
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damageZone = NULL;
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}
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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MechSubsystem::TestClass(Mech &)
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{
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return True;
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}
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Logical
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MechSubsystem::TestInstance() const
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{
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return IsDerivedFrom(ClassDerivations);
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}
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//
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//#############################################################################
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// Damage support -- the 4.10 damage zone tracks damageLevel in [0,1]
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// (0 = intact, 1 = destroyed).
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//#############################################################################
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//
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Scalar
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MechSubsystem::GetSubsystemDamageLevel() const
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{
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Check(this);
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return damageZone ? damageZone->damageLevel : 0.0f;
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}
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void
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MechSubsystem::SetSubsystemDamageLevel(Scalar level)
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{
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Check(this);
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if (damageZone)
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{
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damageZone->damageLevel = level;
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}
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}
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void
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MechSubsystem::ForceCriticalFailure()
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{
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Check(this);
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statusAlarm.SetLevel(MechSubsystem::Destroyed);
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if (damageZone)
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{
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damageZone->SetDamageZoneState(DamageZone::BurningState);
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}
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}
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//
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//#############################################################################
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// TakeDamage Forward to the damage zone (per-type scaling happens there).
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//#############################################################################
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//
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void
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MechSubsystem::TakeDamage(Damage &damage)
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{
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Check(this);
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Check_Pointer(&damage);
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if (damageZone)
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{
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damageZone->TakeDamage(damage);
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}
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}
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//
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//#############################################################################
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// CreateStreamedSubsystem Model-load-time construction of the subsystem
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// resource + its damage-zone stream. Not yet reconstructed (see
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// MECHSUB.NOTES.md -- the 4.10 per-type damage-zone stream format).
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//#############################################################################
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//
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int
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MechSubsystem::CreateStreamedSubsystem(
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NotationFile *,
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const char *,
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const char *,
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SubsystemResource *,
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NotationFile *,
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const ResourceDirectories *,
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int
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)
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{
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Fail("MechSubsystem::CreateStreamedSubsystem -- mechsub.cpp not yet reconstructed");
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return 0;
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}
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