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Cyd 2b8ca921cb 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.
2026-06-24 21:28:16 -05:00

52 lines
1.5 KiB
C++

//===========================================================================//
// File: NetBitDepts.hpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/06/1999 JSE Inital coding
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Microsoft Corp. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "MW4.hpp"
#include "NetConstants.hpp"
#include "NetUpdateManager.hpp"
#include "MWEntityManager.hpp"
namespace MechWarrior4
{
class BitDepthManager
{
public:
enum {
LowBandwidth = 0,
MediumBandwidth,
HighBandwidth,
BandwidthTypeCount
};
int randomKey;
int **lowBitDepths;
int **medBitDepths;
int **highBitDepths;
int **bitDepths[BandwidthTypeCount];
UpdateRate *updateRates[BandwidthTypeCount];
void InitilizeBitDepths(void);
void TerminateBitDepths(void);
static int BitDepth(int update_type, int update_entry_id, int bandwidth = MediumBandwidth);
static UpdateRate GetUpdateRate(int update_type, int bandwidth = MediumBandwidth);
};
};