| Render |
2708 |
Owns the MidLevelRenderer (MLR) scene pipeline and the D3D7 immediate-mode device boundary. It turns game state into sorted draw records, evaluates animation and lighting, streams terrain and textures, and hands final primitives to the device and present paths. |
| Runtime |
2626 |
Engine/runtime services: memory, reference counting, threads and locks, object lifetime, and virtual/command dispatch. |
| Gameplay |
2525 |
Simulation state and rules: mechs, movers, pilots, missions, objectives, teams, sensors, vehicles, and the collision and geometry queries they use. |
| AI |
1308 |
AI decision layer, ABL script runtime, navigation, targeting, squad control, and AI combat decisions. |
| Database |
691 |
Object/container model: binary-search trees, linked lists, iterators, hash tables, object tables, and database wrappers. |
| UI |
672 |
gosScript-driven 2D UI: HUD, menus, dialogs, cursor, and screen state. |
| Network |
382 |
Multiplayer transport, lobby/session state, GameSpy discovery, and ZoneMatch matchmaking. |
| Archive |
285 |
#VBD archives, streams, file I/O, and path handling. |
| Platform |
256 |
Win32/COM/DLL/registry glue, DirectDraw/D3D wrappers, import thunks, and the in-image SafeDisc/anti-tamper wrapper. |
| Log |
192 |
Logging, assertions, error reporting, and diagnostic output. |
| Combat |
141 |
In-mission weapon fire, launch/guidance, hit resolution, and damage application. |
| C Runtime |
21 |
C/C++ runtime helpers: strings, memory primitives, formatting, and math. |
| Config |
13 |
options.ini/config-file framework, option registry, and persistence. |
| Input |
11 |
Keyboard/mouse/joystick state and command bindings. |
| Audio |
8 |
Sound, music, and audio-device delivery. |
| Crypto |
6 |
MD5, hashing, and base64 helpers. |
| Codec |
2 |
LZW compression/decompression and related byte codecs. |