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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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