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>
47 lines
789 B
Plaintext
47 lines
789 B
Plaintext
[LeftFoot]
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DamageZone=dz_lfoot 1.0
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[RightFoot]
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DamageZone=dz_rfoot 1.0
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[LeftLeg]
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DamageZone=dz_luleg 0.4
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DamageZone=dz_ldleg 0.4
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DamageZone=dz_ruleg 0.1
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DamageZone=dz_rdleg 0.1
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[RightLeg]
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DamageZone=dz_ruleg 0.4
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DamageZone=dz_rdleg 0.4
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DamageZone=dz_luleg 0.1
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DamageZone=dz_ldleg 0.1
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[UpperLeft]
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DamageZone=dz_larm 0.5
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DamageZone=dz_lgun 0.5
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[UpperRight]
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DamageZone=dz_rarm 0.5
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DamageZone=dz_rgun 0.5
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[Top]
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DamageZone=dz_missle 1.0
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// The data in this table is totally bogus. GDU 12-2-95
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[Layer1]
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PieSlice=LeftFoot
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PieSlice=RightFoot
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RotateWithTorso=False
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[Layer2]
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PieSlice=LeftLeg
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PieSlice=RightLeg
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RotateWithTorso=False
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[Layer3]
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PieSlice=UpperLeft
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PieSlice=UpperRight
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RotateWithTorso=True
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[Layer4]
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PieSlice=Top
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RotateWithTorso=True |