Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
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#define StockDestruction 0
#define StockTeamDestruction 1
#define StockAttrition 2
#define StockTeamAttrition 3
#define StockCaptureTheFlag 4
#define StockKingOfTheHill 5
#define StockTeamKingOfTheHill 6
#define StockTerritories 7
#define StockStealTheBacon 8
#define StockCaptureBase 9
#define StockDestroyObjective 10
#define StockEscort 11
#define StockMasterTrial 12
#define StockSiegeAssault 13
#define StockCampaign 14
#define CustomDestruction 15
#define CustomTeamDestruction 16
#define CustomAttrition 17
#define CustomTeamAttrition 18
#define CustomCaptureTheFlag 19
#define CustomKingOfTheHill 20
#define CustomTeamKingOfTheHill 21
#define CustomTerritories 22
#define CustomStealTheBacon 23
#define CustomCaptureBase 24
#define CustomDestroyObjective 25
#define CustomEscort 26
#define CustomMasterTrial 27
#define CustomSiegeAssault 28
#define CustomCampaign 29
#define CustomUndefined 30
#define SinglePlayer 31
// make sure this is always set to the number of game types
#define GameTypeCount CustomUndefined + 1
@@ -0,0 +1,2 @@
//Callback IDs
#define HUDDataWeaponSetup 0 //String Array,
@@ -0,0 +1,336 @@
//Zone IDs
#define MLLeftLegZone 0
#define MLRightLegZone 1
#define MLLeftArmZone 2
#define MLRightArmZone 3
#define MLRightTorsoZone 4
#define MLLeftTorsoZone 5
#define MLCenterTorsoZone 6
#define MLHeadZone 7
#define MLSpecialZone1 8
#define MLSpecialZone2 9
//Callback IDs
#define MLGetDummyData -1
#define MLDataSetupLeftArm 0 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupRightArm 1 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupLeftLeg 2 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupRightLeg 3 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupLeftTorso 4 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupRightTorso 5 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupCenterTorso 6 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupHead 7 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupMechSelection 8
#define MLDataSetupChassisSelection 9
#define MLCreateNewMech 10
#define MLSelectNewMech 11
#define MLInitChassisTab 12
#define MLInitWeaponsTab 13
#define MLInitArmorTab 14
#define MLDataSetupSpecial1 15 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupSpecial2 16 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupAllWeapons 17 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupBeamWeapons 18 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupProjectileWeapons 19 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupMissileWeapons 20 //IDs, SlotType, SlotSize, ton, dam, range, heat, num
#define MLDataSetupGetMechData 21 //ID, ton, battle, heat eff
#define MLDataSetupGetMechArmor 22 //Vals, Max Vals, type, int type, points per, ton, tot
#define MLDataSetupGetMechNoEditData 23
#define MLDataSetupGetEngineSpeed 24
#define MLSetEngineUpgrade 25
#define MLSetEngineDegrade 26
#define MLDataSetupGetHeatSinks 27
#define MLAddHeatSink 28
#define MLRemoveHeatSink 29
#define MLGetJumpJets 30
#define MLSetJumpJets 31
#define MLGetECM 32
#define MLSetECM 33
#define MLGetBeagle 34
#define MLSetBeagle 35
#define MLSetArmorType 36
#define MLAddArmorToZone 37
#define MLRemoveArmorFromZone 38
//Data manipulation
#define MLAddSubsystem 40
#define MLRemoveSubsystem 41
#define MLRemoveAllSubsystems 42
#define MLAutoAddSubsystem 43
//Weapon Grouping
#define MLDataGetWeaponGroups 44
#define MLSetWeaponGroup 45
#define MLClearWeaponGroup 46
#define MLSetAllWeaponGroups 47
//other stuff
#define MLSave 48
#define MLExit 49
#define MLDeleteMech 50
#define MLRestore 51
#define MLRename 52
//Ammo Support
#define MLDataGetWeaponAmmo 53
#define MLAddWeaponAmmo 54
#define MLRemoveWeaponAmmo 55
//Skin Support
#define MLGetSkinListCount 56
#define MLDataGetSkinList 57
#define MLSetMechSkin 58
#define MLGetLightAmp 59
#define MLSetLightAmp 60
//Added Functions
#define MLSetArmorZoneValue 61
#define MLDistributeArmor 62
#define MLGetAMS 63
#define MLSetAMS 64
#define MLGetLAMS 65
#define MLSetLAMS 66
#define MLGetBaseMechName 67
// MSL 5.02 SubSystems
// Enhanced Optics
//#define MLGetEnhancedOptics 93
//#define MLSetEnhancedOptics 94
// IFF Jammer
#define MLGetIFF_Jammer 68
#define MLSetIFF_Jammer 69
// Advanced Gyro
#define MLGetAdvancedGyro 70
#define MLSetAdvancedGyro 71
//Mech IDs
// NOTE: IF YOU CHANGE THESE, YOU MUST ALSO CHANGE THE CONSTANTS IN MWCONST.ABI!!!
// YOU MUST ALSO CHANGE THE CHASSIS LOOKUP TABLE IN MECH.HPP/MECH.CPP
// MSL ADD MECH
#define FirstMechID 0
#define M_Annihilator 0
#define M_Archer 1
#define M_Arcticwolf 2
#define M_Ares 3
#define M_Argus 4
#define M_Assassin2 5
#define M_Atlas 6
#define M_Avatar 7
#define M_Awesome 8
#define M_Battlemaster 9
#define M_BattlemasterIIc 10
#define M_Behemoth 11
#define M_BehemothII 12
#define M_Blackhawk 13
#define M_Blackknight 14
#define M_Blacklanner 15
#define M_Brigand 16
#define M_Bushwacker 17
#define M_Catapult 18
#define M_Cauldronborn 19
#define M_Chimera 20
#define M_Commando 21
#define M_Cougar 22
#define M_Cyclops 23
#define M_Daishi 24
#define M_Deimos 25
#define M_Dragon 26
#define M_Fafnir 27
#define M_Flea 28
#define M_Gladiator 29
#define M_Grizzly 30
#define M_Hauptmann 31
#define M_Hellhound 32
#define M_Hellspawn 33
#define M_Highlander 34
#define M_HollanderII 35
#define M_Hunchback 36
#define M_Kodiak 37
#define M_Loki 38
#define M_Longbow 39
#define M_Madcat 40
#define M_Madcat_MKII 41
#define M_Masakari 42
#define M_Mauler 43
#define M_Novacat 44
#define M_Osiris 45
#define M_Owens 46
#define M_Puma 47
#define M_Raven 48
#define M_Rifleman 49
#define M_Ryoken 50
#define M_Shadowcat 51
#define M_Solitaire 52
#define M_Sunder 53
#define M_Templar 54
#define M_Thanatos 55
#define M_Thor 56
#define M_Uller 57
#define M_Urbanmech 58
#define M_Uziel 59
#define M_Victor 60
#define M_Vulture 61
#define M_Warhammer 62
#define M_Wolfhound 63
#define M_Zeus 64
#define LastMechID 64
#define NoMechID 65 //This is used for the stack sprites in the campaign screen...
#define M_CameraShip LastMechID+1
#define EmptyMechID LastMechID+2
//Weapon IDs
#define EmptyWeaponID -1
//Beams
#define FirstWeaponID 0
#define FirstBeamID 0
#define W_SmallLaser 0
#define W_MediumLaser 1
#define W_LargeLaser 2
#define W_SmallPulse 3
#define W_MediumPulse 4
#define W_LargePulse 5
#define W_ERSmallLaser 6
#define W_ERMediumLaser 7
#define W_ERLargeLaser 8
#define W_SmallXPulse 9
#define W_MedXPulse 10
#define W_LargeXPulse 11
#define W_ClanSmallPulse 12
#define W_ClanMediumPulse 13
#define W_ClanLargePulse 14
#define W_ClanERSmallLaser 15
#define W_ClanERMediumLaser 16
#define W_ClanERLargeLaser 17
#define W_PPC 18
#define W_ERPPC 19
#define W_ClanERPPC 20
#define W_Flamer 21
#define W_ERFlamer 22
#define W_Bombast 23
#define LastBeamID 23
//Missiles
#define FirstMissileID 51
#define W_SRM2 51
#define W_SRM4 52
#define W_SRM6 53
#define W_ClanSRM2 54
#define W_ClanSRM4 55
#define W_ClanSRM6 56
#define W_SSRM2 57
#define W_SSRM4 58
#define W_SSRM6 59
#define W_ClanSSRM2 60
#define W_ClanSSRM4 61
#define W_ClanSSRM6 62
#define W_MRM10 63
#define W_MRM20 64
#define W_MRM30 65
#define W_MRM40 66
#define W_SMRM10 67
#define W_SMRM20 68
#define W_SMRM30 69
#define W_SMRM40 70
#define W_ClanSMRM10 71
#define W_ClanSMRM20 72
#define W_ClanSMRM30 73
#define W_ClanSMRM40 74
#define W_LRM5 75
#define W_LRM10 76
#define W_LRM15 77
#define W_LRM20 78
#define W_ClanLRM5 79
#define W_ClanLRM10 80
#define W_ClanLRM15 81
#define W_ClanLRM20 82
#define W_Thunderbolt 83
#define W_NarcBeacon 84
#define W_ClanNarcBeacon 85
#define W_Flare 86
#define W_HighExplosive 87
#define W_ArtilleryStrike 88
#define LastMissileID 88
//Projectiles
#define FirstProjectileID 100
#define W_AC2 100
#define W_AC5 101
#define W_AC10 102
#define W_AC20 103
#define W_LBXAC10 104
#define W_LBXAC20 105
#define W_ClanLBXAC10 106
#define W_ClanLBXAC20 107
#define W_UltraAC2 108
#define W_UltraAC5 109
#define W_UltraAC10 110
#define W_UltraAC20 111
#define W_ClanUltraAC2 112
#define W_ClanUltraAC5 113
#define W_ClanUltraAC10 114
#define W_ClanUltraAC20 115
#define W_LightGauss 116
#define W_Gauss 117
#define W_HeavyGauss 118
#define W_ClanGauss 119
#define W_MachineGun 120
#define W_ClanMachineGun 121
#define W_LongTom 122
#define LastProjectileID 122
#define LastWeaponID 122
#define FirstGenericSubsystemID 131
#define Sub_JumpJet 131
#define Sub_AMS 132
#define Sub_LAMS 133
#define Sub_ECM 134
#define Sub_HeatSink 135
#define Sub_Beagle 136
#define Sub_LightAmp 137
//#define Sub_EnhancedOptics 138
#define Sub_IFF_Jammer 138
#define Sub_AdvancedGyro 139
#define LastGenericSubsystemID 139
//Weapon Slot defines
#define Slot_Empty -1
#define Slot_Missile 0
#define Slot_Projectile 1
#define Slot_Beam 2
#define Slot_Omni 3
//Armor Values
#define A_LeftLeg 0
#define A_RightLeg 1
#define A_LeftArm 2
#define A_RightArm 3
#define A_RightTorso 4
#define A_LeftTorso 5
#define A_CenterTorso 6
#define A_RearTorso 7
#define A_Head 8
//Armor Values
#define Armor_Standard 0
#define Armor_Ferro 1
#define Armor_Reactive 2
#define Armor_Reflective 3
#define Armor_Solarian 4
//Internal Values
#define Internal_Standard 0
#define Internal_EndoSteel 1
//Tech Types
#define Tech_IS 0
#define Tech_Clan 1
@@ -0,0 +1,277 @@
#define VEHICLE_NOTSENT 0
#define VEHICLE_DENIED 1
#define VEHICLE_ACCEPTED 2
#define VEHICLE_SUBMITTED 3
// bandwidth types
#define BANDWIDTH_14_4kbps 0
#define BANDWIDTH_28_8kbps 1
#define BANDWIDTH_56_6kbps 2
#define BANDWIDTH_64_kbps 3
#define BANDWIDTH_128_kbps 4
#define BANDWIDTH_384_kbps 5
#define BANDWIDTH_768_kbps 6
#define BANDWIDTH_1500_kbps 7
#define BANDWIDTH_10_Mbps 8
#define BANDWIDTH_100_Mbps 9
// connection types
#define CONNECTION_Modem 0
#define CONNECTION_ISDN 1
#define CONNECTION_xDSL 2
#define CONNECTION_Cable 3
#define CONNECTION_LAN 4
#define VISIBILITY_DEFAULT 0
#define VISIBILITY_CLEAR 1
#define VISIBILITY_LIGHT 2
#define VISIBILITY_HEAVY 3
#define VISIBILITY_PEASOUP 4
#define NO_BUILDERROR 0
#define UNKNOWN_BUILDERROR 1
#define NO_CAMERA_BUILDERROR 2
#define NO_CUSTOM_BUILDERROR 3
#define NO_TEAM_BUILDERROR 4
#define UNDER_TONNAGE_BUILDERROR 5
#define OVER_TONNAGE_BUILDERROR 6
#define CHASIS_BUILDERROR 7
#define BEAM_BUILDERROR 8
#define PROJECTILE_BUILDERROR 9
#define MISSILE_BUILDERROR 10
#define SUBSYTEM_BUILDERROR 11
#define OVER_TOTALTONNAGE_BUILDERROR 12
#define DEDICATED_SERVER_PARAMETER 0
// true or false
#define CLOSED_GAME_PARAMETER 1
// true or false
#define PLAYER_LIMIT_PARAMETER 2
// int
#define JOIN_IN_PROGRESS_PARAMETER 3
// true or false
#define JOIN_IN_PROGRESS_CUTOFF_PARAMETER 4
// true or false
#define JOIN_IN_PROGRESS_CUTOFF_TIME_PARAMETER 5
// 0-255 minutes
#define HEAT_PARAMETER 6
// true or false
#define KILL_LIMIT_PARAMETER 7
// true false
#define KILL_LIMIT_NUMBER_PARAMETER 8
// 0-255
#define RESPAWN_LIMIT_PARAMETER 9
// true false
#define RESPAWN_LIMIT_NUMBER_PARAMETER 10
// 0-255
#define FORCE_RESPAWN_PARAMETER 11
// true false
#define SPLASH_ON_PARAMETER 12
// true false
#define SPLSH_PERCENTAGE_PARAMETER 13
// 0-255
#define UNLIMITED_AMMO_PARAMETER 14
// true false
#define FRIENDLY_FIRE_PERCENTGE_PARAMETER 15
// 0-255
#define ALLOW_ZOOM_PERCENTAGE_PARAMETER 16
// true false
#define ALLOW_3RD_PERSON_PARAMETER 17
// true false
#define ALLOW_AUTO_AIM_PARAMETER 18
// true false
#define ALLOW_DEAD_CHAT_PARAMETER 19
// true false
#define INUVNERABLE_DROP_PARAMETER 20
// true false
#define ONLY_STOCK_MECH_PARAMETER 21
// true false
#define MINIMUM_TONNAGE_PARAMETER 22
//0-255
#define MAXIMUM_TONNAGE_PARAMETER 23
//0-255
#define ALLOWED_MECH_PARAMETER 24
// use the mechlab defines
// parm 0 = parameter token
// parm 1 = part id
// set : parm 2 = value
// get : return param / true false
#define ALLOWED_BEAM_WEAPON_PARAMETER 25
// use the mechlab defines
#define ALLOWED_MISSILE_WEAPON_PARAMETER 26
// use the mechlab defines
#define ALLOWED_PROJECTILE_WEAPON_PARAMETER 27
// use the mechlab defines
#define ALLOWED_GENERIC_SUBSYSTEM_PARAMETER 28
// use the mechlab defines
#define GAME_LENGTH_PARAMETER 29
// minites 0-255
#define SERVER_RECYCLE_PARAMETER 30
// true or false
#define RECYCLE_DELAY_PARAMETER 31
// seconds 0-65535
#define PLAY_MISSION_REVIEW_PARAMETER 32
// true or false
#define RULE_TYPE_PARAMETER 33
// true or false
#define MAP_ID_PARAMETER 34
// int
#define MAP_NAME_PARAMETER 35
// char[256]
#define NIGHT_TIME_PARAMETER 36
// true or false
#define ALLOW_DEAD_CAMERA_PARAMETER 37
// true or false
#define WEATHER_PARAMETER 38
// ?? true/false
#define VISIBILITY_PARAMETER 39
// 0-5
#define REPORTSTATS_PARAMETER 40
// true or false
#define SERVER_CONNECTION_PARAMETER 41
// 0-4 Connectiontypes above
#define SERVER_BANDWIDTH_PARAMETER 42
// 0-9 Bandwidth types above
#define SERVER_CPU_PARAMETER 43
// string
#define DEAD_MECH_CANT_SEE_PARAMETER 44
// true or false
#define DEAD_MECH_CANT_SEE_OTHER_TEAM 45
// true or false
#define SCENARIO_NAME_PARAMETER 46
// string
#define TEAM_ALLOWED_PARAMETER 47
// true or false
#define TEAM_PARAMETER 48
// 0 - 7 followed by the team sub parameter
#define TEAM_MAX_PLAYERS 1
//0-16
#define TEAM_MIN_TONNAGE 2
//0-255
#define TEAM_MAX_TONNAGE 3
//0-255
#define TEAM_SKIN 4
//0-255
#define TEAM_ALIGNMENT 5
//0-7
#define TEAM_ALLOWED_MECH_PARAMETER 6
// use the mechlab defines
// parm 0 = parameter
// parm 1 = team id
// parm 2 = sub_team_parameter
// parm 3 = part id
// set: parm 4 = value
// get: return param / true false
#define TEAM_ALLOWED_BEAM_WEAPON_PARAMETER 7
// use the mechlab defines
#define TEAM_ALLOWED_MISSILE_WEAPON_PARAMETER 8
// use the mechlab defines
#define TEAM_ALLOWED_PROJECTILE_WEAPON_PARAMETER 9
// use the mechlab defines
#define TEAM_ALLOWED_GENERIC_SUBSYSTEM_PARAMETER 10
// use the mechlab defines
#define TEAM_TOTAL_MAX_TONNAGE 11
#define ALLOW_DECAL_TRANSFER_PARAMETER 49
// true false
#define USE_MAP_CYCLE_PARAMETER 50
//true false
#define PURE_MAP_CYCLE_PARAMETER 51
//true false
#define TEAM_COUNT_PARAMETER 52
#define SCENARIO_INFO_PARAMATER 53
// can't be set, returns true or false and param 1 needs to be a string
#define SERVER_NAME_PARAMETER 54
// string. It is the server/game's name
#define SERVER_IP_PARAMETER 55
// string. It is the server's ip address
#define RADAR_MODE_PARAMETER 56 // 0 = normal, 1 = team, 2 = no radar
#define MAX_PLAYERS_PARAMETER 57
// int. It is the maximum number of players allowed for the current game
#define MAX_BOTS_PARAMETER 58
// int. It is the maximum number of bot players allowed for the current game
#define SCENARIO_PATH_PARAMETER 59
// string. It is the scenario resource path for the current map
#define WEAPON_JAM_PARAMETER 60
// true false
#define AMMO_BAY_FIRE_PARAMETER 61
// true false
#define ADVANCE_MODE_PARAMETER 62
// true false
#define ARMOR_MODE_PARAMETER 63
// true false
@@ -0,0 +1,9 @@
//Campaign Mech lab messages
#define E_NoPlayerMechSelected 3301
#define E_NoLancemateMechSelected 3302
#define E_NoLancemateLanceSelected 3303
//Mech Lab Error Messages
#define E_MissingWeapons 3400
#define E_NoMechSelected 3401
#define E_MechAlreadyExists 3402
@@ -0,0 +1,240 @@
//Callback IDs
#define ShellGetDummyData -1
#define ShellDataGetMissionNames 0
#define ShellInitIAScreen 1
#define ShellInitMechLabScreen 2
#define ShellClearMechLabScreen 3
#define ShellDataGetMechs 4
#define ShellSetMech 5
#define ShellInitMPScreen 6
#define ShellSetTime 7
#define ShellInitCampaignScreen 8
#define ShellStartCampaignMission 9
#define ShellCampaignGetPilotData 10
#define ShellCampaignSetPilotData 11
#define ShellInitCampaignMechLab 12
#define ShellCampaignSelectPilot 13
#define ShellCampaignVerifyLaunchData 14
#define ShellCampaignGetPilotMechData 15
#define ShellCampaignGetMechs 16
#define ShellCampaignSetMech 17
#define ShellCreateNewPilot 18
#define ShellSelectPilot 19
#define ShellDeletePilot 20
#define ShellRenamePilot 21
#define ShellGetPilotList 22
#define ShellGetPilotName 23
#define ShellGetDifficultyLevel 24
#define ShellSetDifficultyLevel 25
#define ShellCampaignGetLanceStats 26
#define ShellCampaignGetMechStats 27
#define ShellCampaignGetMissionRegionCount 28
#define ShellCampaignGetMissionRegionIDs 29
#define ShellCampaignGetMissionRegionData 30
#define ShellGetMovieFilename 31
#define ShellTriggerMovie 32
#define ShellAdvanceMovie 33
#define ShellCampaignSetMission 34
#define ShellCampaignGetMissionNavCount 35
#define ShellCampaignGetMissionInfoCount 36
#define ShellCampaignGetMissionDropCount 37
#define ShellCampaignGetMissionGeneralInfoCount 38
#define ShellCampaginGetMissionNavPoints 39
#define ShellCampaginGetMissionInfoPoints 40
#define ShellCampaginGetMissionDropPoints 41
#define ShellCampaignGetMissionGeneralInfoPoints 42
#define ShellCampaignGetOpData 43
#define ShellCampaignGetMissionData 44
#define ShellOptionsGetToggleValue 45
#define ShellOptionsSetToggleValue 46
#define ShellOptionsGetSliderValue 47
#define ShellOptionsSetSliderValue 48
#define ShellSetOptionValue 49
#define ShellGetOptionValue 50
#define ShellSaveOptions 51
#define ShellLoadDefaultOptions 52
#define ShellDoesHavePilot 53
//Instant Action Support
#define ShellIASetMissionType 54
#define ShellIASetLancemate 55
#define ShellIASetLancemateMech 56
#define ShellIAGetWaveMissions 57
#define ShellIASetWaveMission 58
#define ShellIAAddEnemyAIToWave 59
#define ShellIAAddMechToEnemyInWave 60
#define ShellIARemoveEnemyFromWave 61
#define ShellIAGetWaveAITypes 62
#define ShellIAGetWaveAIMechs 63
#define ShellIASetEnemyWaveCount 64
#define ShellIASetEnemyCount 65
#define ShellIASetWavePlayerRespawns 66
#define ShellIAGetTrainingMissions 67
#define ShellIASetTrainingMission 68
#define ShellIAGetEnemyChassis 69
#define ShellGetTimeOfDay 70
#define ShellSetIAMissionName 71
#define ShellIAGetMissionMapInfo 72
#define ShellIAGetDifficulty 73
#define ShellIASetDifficulty 74
#define ShellIAGetWavePlayerRespawns 75
#define ShellIAGetEnemyWaveCount 76
#define ShellIASetMasterTrial 77
#define ShellIAGetMasterTrialMissions 78
#define ShellCampaignGetPlayerStatus 79
#define ShellCampaignGetLanceStatus 80
#define ShellCampaignGetMechSalvage 81
#define ShellCampaignGetWeaponSalvage 82
#define ShellCampaignGetCampaignResults 83
// Dedicated Server
#define ShellExitDedicatedServer 84
//Load Game Callbacks
#define ShellCampaignGetGames 85
#define ShellCampaignLoadGame 86
//Mission Name
#define ShellLoadMissionName 87
#define ShellIAGetResults 88
#define ShellIAGetMissionRegionData 89
//End Campaign support
#define ShellCampaignPlayIntro 90
#define ShellCampaignPlayEnd 91
#define ShellCampaignGetMechBars 92
#define ShellIAGetMechBars 93
#define ShellControlSetDefault 100
#define ShellControlAssignValue 101
#define ShellControlAcceptChanges 102
#define ShellControlCancelChanges 103
#define ShellControlGetMapping 104
#define ShellControlGetValue 105
#define ShellControlScanKeyboard 106
// For cloning pilot
#define ShellClonePilot 107
// for mission review
#define MissionReviewSpeedUp 108
#define MissionReviewSlowDown 109
#define MissionReviewRewind 110
#define MissionReviewPause 111
#define MissionReviewCenterOn 112
#define ShellIAGetStockMechs 113
#define ShellIAGetMechsWithEmpty 114
#define ShellIAMasterSetPlayerMech 115
#define ShellIATrainingSetPlayerMech 116
// Dedicated Server
#define ShellDisconnectDedicatedServer 117
//Crazy ass Training callback
#define ShellGetTrainingMechBars 118
#define ShellGetMasterMechBars 119
#define ShellGetClosingCinema 120
#define ShellGetLastPlayerMech 121
#define ShellSetMasterTrialsDifficulty 122
#define ShellLaunchTrainingMission 123
#define ShellGetSupportedResolutions 124
#define ShellGetIsResourceEnglish 125
// Callbacks for input remapping support
#define GetJoyStickNames 200
#define GetJoyStickInvert 201
#define GetMouseInvert 202
#define GetForce 203
#define GetJoyStick 204
#define GetMouse 205
#define GetJoyStickShift 206
#define GetJoyListSelected 207
#define SetJoyStickInvert 208
#define SetMouseInvert 209
#define SetForce 210
#define SetJoyStickShift 211
#define SetJoyStick 212
#define SetMouse 213
#define SetJoyShiftValue 214
#define GetJoyShiftValue 215
#define GetMouseSensitivity 216
#define SetMouseSensitivity 217
#define SetJoyListSelected 218
#define GetJoyXAxis 220
#define GetJoyRudderAxis 221
#define GetMouseXAxis 222
#define SetJoyXAxis 223
#define SetJoyRudderAxis 224
#define SetMouseXAxis 225
#define SetJoyStickThrottle 226
#define GetJoyStickThrottle 227
#define SaveSettings 230
#define RestoreSetting 231
#define MAP_CONTROL_NAME 0
#define MAP_KEY 1
#define MAP_MOUSE 2
#define MAP_JOY 3
//Options IDs
#define MWO_DIFFICULTY 0
#define MWO_HEAT 1
#define MWO_INVINCIBILITY 2
#define MWO_UNLIMITEDAMMO 3
#define MWO_FRIENDLYFIRE 4
#define MWO_SPLASHDAMAGE 5
#define MWO_DEFAULTVIEW 6
#define MWO_SCREENRESOLUTION 7
#define MWO_GRAPHICALDETAIL 8
#define MWO_GAMMA 9
#define MWO_BRIGHTNESS 10
#define MWO_CONTRAST 11
#define MWO_SFXVOLUME 27
#define MWO_MUSICVOLUME 28
#define MWO_INPUTDEVICES 29
#define MWO_FORCEFEEDBACK 30
#define MWO_BETTYSOUND 31
#define MWO_AUDIOHARDWARE 32
#define MWO_MOUSESENSITIVITY 33
#define MWO_WEAPONJAM 34
#define MWO_AMMOBAYFIRE 35
#define MWO_ADVANCEMODE 36
#define MWO_ARMORMODE 37
#define MAX_MOVIES_IN_MISSION 25
#define ADVANCE_MOVIE_FORWARD 1
#define ADVANCE_MOVIE_REVERSE 2
#define ADVANCE_MOVIE_END 3
#define nMSG_PLAYMOVIE 10011
#define nMSG_UPDATE_MAP 12021
#define MAX_MISSIONS 64
#define MAX_MECHS 128
//Instant Action Game Types
#define IA_MISSIONSELECTION 0
#define IA_TRAININGMISSION 1
#define IA_WAVEBATTLE 2
#define IA_MASTERTRIAL 3
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