Files
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

67 lines
1.5 KiB
C++

//===========================================================================//
// File: NetLog.hpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 04/05/01 JSE Inital coding
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Microsoft Corp. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "MW4.hpp"
namespace MechWarrior4
{
class NetLog;
}
//define NET_LOG_ON
#ifdef NET_LOG_ON
extern NetLog gNetworkLog;
#define OPEN_NET_LOG() gNetworkLog.Init();
#define NET_LOG(data, tab_level, client, incoming) gNetworkLog.Log(data, tab_level, client, incoming);
#define CLOSE_NET_LOG() gNetworkLog.Close();
#else
#define OPEN_NET_LOG() ((void)0)
#define NET_LOG(data, tab_level, client, incoming) ((void)0)
#define CLOSE_NET_LOG() ((void)0)
#endif
namespace MechWarrior4
{
class NetLog
{
public:
bool open;
NetLog(){open=false;}
~NetLog(){}
void Init();
void Log(MString data, int tab_level, int client, bool incoming);
void Close();
};
}