2010-02-15 23:26:55 +00:00
/*
Copyright ( C ) 1996 - 2001 Id Software , Inc .
Copyright ( C ) 2002 - 2009 John Fitzgibbons and others
2014-09-22 08:55:46 +00:00
Copyright ( C ) 2010 - 2014 QuakeSpasm developers
2010-02-15 23:26:55 +00:00
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
bspfile.h, cdaudio.h, client.h, cmd.h, common.h, console.h, crc.h, cvar.h,
d_ifacea.h, draw.h, gl_texmgr.h, glquake.h, image.h, input.h, keys.h, mathlib.h,
menu.h, modelgen.h, net.h, net_dgrm.h, net_loop.h, net_sdlnet.h, net_udp.h,
net_wins.h, platform.h, pr_comp.h, progdefs.h, progs.h, protocol.h, quakedef.h,
render.h, resource.h, sbar.h, screen.h, server.h, sound.h, spritegn.h, sys.h,
vid.h, view.h, wad.h, world.h, zone.h: added include guards to the headers.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@84 af15c1b1-3010-417e-b628-4374ebc0bcbd
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# ifndef _QUAKE_PROTOCOL_H
# define _QUAKE_PROTOCOL_H
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// protocol.h -- communications protocols
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# define PROTOCOL_NETQUAKE 15 //johnfitz -- standard quake protocol
//#define PROTOCOL_VERSION_H2 19
//#define PROTOCOL_VERSION_NEHD 250
# define PROTOCOL_FITZQUAKE 666 //johnfitz -- added new protocol for fitzquake 0.85
# define PROTOCOL_RMQ 999
//#define PROTOCOL_VERSION_DP5 3502
//#define PROTOCOL_VERSION_DP6 3503
# define PROTOCOL_VERSION_DP7 3504
//#define PROTOCOL_VERSION_BJP1 10000
//#define PROTOCOL_VERSION_BJP2 10001
# define PROTOCOL_VERSION_BJP3 10002 //spike, note that this protocol is intentionally flawed to work around mods+writebytes - svc_staticsound is limited to 8bit indexes.
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# define PROTOCOL_FTE_PEXT1 (('F'<<0) + ('T'<<8) + ('E'<<16) + ('X' << 24)) //fte extensions, provides extensions to the underlying base protocol (like 666 or even 15).
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# define PROTOCOL_FTE_PEXT2 (('F'<<0) + ('T'<<8) + ('E'<<16) + ('2' << 24)) //fte extensions, provides extensions to the underlying base protocol (like 666 or even 15).
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// PROTOCOL_RMQ protocol flags
# define PRFL_SHORTANGLE (1 << 1)
# define PRFL_FLOATANGLE (1 << 2)
# define PRFL_24BITCOORD (1 << 3)
# define PRFL_FLOATCOORD (1 << 4)
# define PRFL_EDICTSCALE (1 << 5)
# define PRFL_ALPHASANITY (1 << 6) // cleanup insanity with alpha
# define PRFL_INT32COORD (1 << 7)
# define PRFL_MOREFLAGS (1 << 31) // not supported
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// PROTOCOL_FTE_PEXT(1) flags
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//mostly uninteresting, any superseeded by PEXT2_REPLACEMENTDELTAS (and thus QW-only) are not listed.
//#define PEXT_LIGHTSTYLECOL 0x00000004
# define PEXT1_HLBSP 0x00000200 //hint to server to avoid messy error messages
# define PEXT1_Q2BSP 0x00020000 //hint to server to avoid messy error messages
# define PEXT1_Q3BSP 0x00040000 //hint to server to avoid messy error messages
//#define PEXT1_CUSTOMTEMPEFFECTS 0x00800000
//#define PEXT1_SPLITSCREEN 0x00100000
//#define PEXT1_SHOWPIC 0x04000000
//#define PEXT1_CHUNKEDDOWNLOADS 0x20000000
# define PEXT1_CSQC 0x40000000 //(full)csqc additions, required for csqc ents+events.
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# define PEXT1_ACCEPTED_CLIENT (PEXT1_SUPPORTED_CLIENT|PEXT1_Q3BSP|PEXT1_Q2BSP|PEXT1_HLBSP) //pext1 flags that we can accept from a server (aka: partial support)
# define PEXT1_SUPPORTED_CLIENT (PEXT1_CSQC) //pext1 flags that we advertise to servers (aka: full support)
# define PEXT1_SUPPORTED_SERVER (PEXT1_CSQC) //pext1 flags that we accept from clients.
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// PROTOCOL_FTE_PEXT2 flags
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# define PEXT2_PRYDONCURSOR 0x00000001 //a mouse cursor exposed to ssqc
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# define PEXT2_VOICECHAT 0x00000002 //+voip or cl_voip_send 1; requires opus dll, and others to also have that same dll.
# define PEXT2_SETANGLEDELTA 0x00000004 //less annoying when teleporting.
# define PEXT2_REPLACEMENTDELTAS 0x00000008 //more compact entity deltas (can also be split across multiple packets)
# define PEXT2_MAXPLAYERS 0x00000010 //up to 255 player slots
# define PEXT2_PREDINFO 0x00000020 //provides input acks and reworks stats such that clc_clientdata becomes redundant.
# define PEXT2_NEWSIZEENCODING 0x00000040 //richer size encoding, for more precise bboxes.
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# define PEXT2_INFOBLOBS 0x00000080 //unbounded userinfo
# define PEXT2_ACCEPTED_CLIENT (PEXT2_SUPPORTED_CLIENT|PEXT2_NEWSIZEENCODING|PEXT2_PRYDONCURSOR|PEXT2_INFOBLOBS) //pext2 flags that we can parse, but don't want to advertise
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# define PEXT2_SUPPORTED_CLIENT (PEXT2_SETANGLEDELTA|PEXT2_VOICECHAT|PEXT2_REPLACEMENTDELTAS|PEXT2_MAXPLAYERS|PEXT2_PREDINFO) //pext2 flags that we understand+support
# define PEXT2_SUPPORTED_SERVER ( PEXT2_VOICECHAT|PEXT2_REPLACEMENTDELTAS |PEXT2_PREDINFO)
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// if the high bit of the servercmd is set, the low bits are fast update flags:
# define U_MOREBITS (1<<0)
# define U_ORIGIN1 (1<<1)
# define U_ORIGIN2 (1<<2)
# define U_ORIGIN3 (1<<3)
# define U_ANGLE2 (1<<4)
# define U_STEP (1<<5) //johnfitz -- was U_NOLERP, renamed since it's only used for MOVETYPE_STEP
# define U_FRAME (1<<6)
# define U_SIGNAL (1<<7) // just differentiates from other updates
// svc_update can pass all of the fast update bits, plus more
# define U_ANGLE1 (1<<8)
# define U_ANGLE3 (1<<9)
# define U_MODEL (1<<10)
# define U_COLORMAP (1<<11)
# define U_SKIN (1<<12)
# define U_EFFECTS (1<<13)
# define U_LONGENTITY (1<<14)
//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
# define U_EXTEND1 (1<<15)
# define U_ALPHA (1<<16) // 1 byte, uses ENTALPHA_ENCODE, not sent if equal to baseline
# define U_FRAME2 (1<<17) // 1 byte, this is .frame & 0xFF00 (second byte)
# define U_MODEL2 (1<<18) // 1 byte, this is .modelindex & 0xFF00 (second byte)
# define U_LERPFINISH (1<<19) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 0.1, this is ent->v.nextthink - sv.time, used for lerping
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# define U_SCALE (1<<20) // 1 byte, for PROTOCOL_RMQ PRFL_EDICTSCALE, currently read but ignored
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# define U_UNUSED21 (1<<21)
# define U_UNUSED22 (1<<22)
# define U_EXTEND2 (1<<23) // another byte to follow, future expansion
//johnfitz
//johnfitz -- PROTOCOL_NEHAHRA transparency
# define U_TRANS (1<<15)
//johnfitz
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//spike -- FTE Replacement Deltas
//first byte contains the stuff that's most likely to change constantly
# define UF_FRAME (1u<<0)
# define UF_ORIGINXY (1u<<1)
# define UF_ORIGINZ (1u<<2)
# define UF_ANGLESXZ (1u<<3)
# define UF_ANGLESY (1u<<4)
# define UF_EFFECTS (1u<<5)
# define UF_PREDINFO (1u<<6) /*ent is predicted, probably a player*/
# define UF_EXTEND1 (1u<<7)
/*stuff which is common on ent spawning*/
# define UF_RESET (1u<<8)
# define UF_16BIT (1u<<9) /*within this update, frame/skin/model is 16bit, not part of the deltaing itself*/
# define UF_MODEL (1u<<10)
# define UF_SKIN (1u<<11)
# define UF_COLORMAP (1u<<12)
# define UF_SOLID (1u<<13) /*encodes the size of the entity, so prediction can bump against it*/
# define UF_FLAGS (1u<<14) /*some extra flags like viewmodelforclient*/
# define UF_EXTEND2 (1u<<15)
/*the rest is optional extensions*/
# define UF_ALPHA (1u<<16) /*transparency*/
# define UF_SCALE (1u<<17) /*rescaling stuff, 1/16th*/
# define UF_BONEDATA (1u<<18) /*for ssqc control over skeletal models*/
# define UF_DRAWFLAGS (1u<<19) /*scale offsets and things*/
# define UF_TAGINFO (1u<<20) /*simple entity attachments, generally needs either md3s or skeletal models*/
# define UF_LIGHT (1u<<21) /*attaching rtlights to dynamic entities from ssqc*/
# define UF_TRAILEFFECT (1u<<22) /*attaches custom particle trails to entities, woo.*/
# define UF_EXTEND3 (1u<<23)
# define UF_COLORMOD (1u<<24) /*rgb tints. 1/16th*/
# define UF_GLOW (1u<<25) /*tbh only useful as an extra 'renderable' field for csqc...*/
# define UF_FATNESS (1u<<26) /*push the entity's normals out by this distance*/
# define UF_MODELINDEX2 (1u<<27) /*for lame visible weapon models, like q2. just adds a second ent at the same point*/
# define UF_GRAVITYDIR (1u<<28) /*yay prediction*/
# define UF_EFFECTS2 (1u<<29) /*effects is 16bit, or if both effects flags are set then 32bit*/
# define UF_UNUSED2 (1u<<30)
# define UF_UNUSED1 (1u<<31)
/*these flags are generally not deltaed as they're changing constantly*/
# define UFP_FORWARD (1u<<0)
# define UFP_SIDE (1u<<1)
# define UFP_UP (1u<<2)
# define UFP_MOVETYPE (1u<<3) /*deltaed*/
# define UFP_VELOCITYXY (1u<<4)
# define UFP_VELOCITYZ (1u<<5)
# define UFP_MSEC (1u<<6)
# define UFP_WEAPONFRAME_OLD (1u<<7) //no longer used. just a stat now that I rewrote stat deltas.
# define UFP_VIEWANGLE (1u<<7)
//spike
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# define SU_VIEWHEIGHT (1<<0)
# define SU_IDEALPITCH (1<<1)
# define SU_PUNCH1 (1<<2)
# define SU_PUNCH2 (1<<3)
# define SU_PUNCH3 (1<<4)
# define SU_VELOCITY1 (1<<5)
# define SU_VELOCITY2 (1<<6)
# define SU_VELOCITY3 (1<<7)
# define SU_UNUSED8 (1<<8) //AVAILABLE BIT
# define SU_ITEMS (1<<9)
# define SU_ONGROUND (1<<10) // no data follows, the bit is it
# define SU_INWATER (1<<11) // no data follows, the bit is it
# define SU_WEAPONFRAME (1<<12)
# define SU_ARMOR (1<<13)
# define SU_WEAPON (1<<14)
//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
# define SU_EXTEND1 (1<<15) // another byte to follow
# define SU_WEAPON2 (1<<16) // 1 byte, this is .weaponmodel & 0xFF00 (second byte)
# define SU_ARMOR2 (1<<17) // 1 byte, this is .armorvalue & 0xFF00 (second byte)
# define SU_AMMO2 (1<<18) // 1 byte, this is .currentammo & 0xFF00 (second byte)
# define SU_SHELLS2 (1<<19) // 1 byte, this is .ammo_shells & 0xFF00 (second byte)
# define SU_NAILS2 (1<<20) // 1 byte, this is .ammo_nails & 0xFF00 (second byte)
# define SU_ROCKETS2 (1<<21) // 1 byte, this is .ammo_rockets & 0xFF00 (second byte)
# define SU_CELLS2 (1<<22) // 1 byte, this is .ammo_cells & 0xFF00 (second byte)
# define SU_EXTEND2 (1<<23) // another byte to follow
# define SU_WEAPONFRAME2 (1<<24) // 1 byte, this is .weaponframe & 0xFF00 (second byte)
# define SU_WEAPONALPHA (1<<25) // 1 byte, this is alpha for weaponmodel, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
# define SU_UNUSED26 (1<<26)
# define SU_UNUSED27 (1<<27)
# define SU_UNUSED28 (1<<28)
# define SU_UNUSED29 (1<<29)
# define SU_UNUSED30 (1<<30)
# define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
//johnfitz
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//spike dp crap
# define DPSU_PUNCHVEC1 (1<<16)
# define DPSU_PUNCHVEC2 (1<<17)
# define DPSU_PUNCHVEC3 (1<<18)
# define DPSU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
//spike
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// a sound with no channel is a local only sound
# define SND_VOLUME (1<<0) // a byte
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# define SND_ATTENUATION (1<<1) // a byte
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//#define SND_LOOPING (1<<2) // a long (unused in vanilla)
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# define DEFAULT_SOUND_PACKET_VOLUME 255
# define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
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//johnfitz -- PROTOCOL_FITZQUAKE -- new bits
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# define SND_LARGEENTITY (1<<3) // a short + byte (instead of just a short)
# define SND_LARGESOUND (1<<4) // a short soundindex (instead of a byte)
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//johnfitz
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//spike -- parsing, but not using at this time
# define SND_FTE_MOREFLAGS (1<<2) // a byte, for channel flags
# define SND_DP_PITCH (1<<5) //dp uses this for pitch...
# define SND_FTE_TIMEOFS (1<<6) //signed short, in milliseconds.
# define SND_FTE_PITCHADJ (1<<7) //a byte (speed percent (0=100%))
# define SND_FTE_VELOCITY (1<<8) //3 shorts (1/8th), for doppler or whatever.
//spike
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//johnfitz -- PROTOCOL_FITZQUAKE -- flags for entity baseline messages
# define B_LARGEMODEL (1<<0) // modelindex is short instead of byte
# define B_LARGEFRAME (1<<1) // frame is short instead of byte
# define B_ALPHA (1<<2) // 1 byte, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
//johnfitz
//johnfitz -- PROTOCOL_FITZQUAKE -- alpha encoding
# define ENTALPHA_DEFAULT 0 //entity's alpha is "default" (i.e. water obeys r_wateralpha) -- must be zero so zeroed out memory works
# define ENTALPHA_ZERO 1 //entity is invisible (lowest possible alpha)
# define ENTALPHA_ONE 255 //entity is fully opaque (highest possible alpha)
# define ENTALPHA_ENCODE(a) (((a)==0)?ENTALPHA_DEFAULT:Q_rint(CLAMP(1,(a)*254.0f+1,255))) //server convert to byte to send to client
# define ENTALPHA_DECODE(a) (((a)==ENTALPHA_DEFAULT)?1.0f:((float)(a)-1) / (254)) //client convert to float for rendering
# define ENTALPHA_TOSAVE(a) (((a)==ENTALPHA_DEFAULT)?0.0f:(((a)==ENTALPHA_ZERO)?-1.0f:((float)(a)-1) / (254))) //server convert to float for savegame
//johnfitz
// defaults for clientinfo messages
# define DEFAULT_VIEWHEIGHT 22
// game types sent by serverinfo
// these determine which intermission screen plays
# define GAME_COOP 0
# define GAME_DEATHMATCH 1
//==================
// note that there are some defs.qc that mirror to these numbers
// also related to svc_strings[] in cl_parse
//==================
//
// server to client
//
# define svc_bad 0
# define svc_nop 1
# define svc_disconnect 2
# define svc_updatestat 3 // [byte] [long]
# define svc_version 4 // [long] server version
# define svc_setview 5 // [short] entity number
# define svc_sound 6 // <see code>
# define svc_time 7 // [float] server time
# define svc_print 8 // [string] null terminated string
# define svc_stufftext 9 // [string] stuffed into client's console buffer
// the string should be \n terminated
# define svc_setangle 10 // [angle3] set the view angle to this absolute value
# define svc_serverinfo 11 // [long] version
// [string] signon string
// [string]..[0]model cache
// [string]...[0]sounds cache
# define svc_lightstyle 12 // [byte] [string]
# define svc_updatename 13 // [byte] [string]
# define svc_updatefrags 14 // [byte] [short]
# define svc_clientdata 15 // <shortbits + data>
# define svc_stopsound 16 // <see code>
# define svc_updatecolors 17 // [byte] [byte]
# define svc_particle 18 // [vec3] <variable>
# define svc_damage 19
# define svc_spawnstatic 20
//#define svc_spawnbinary 21
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# define svcfte_spawnstatic2 21
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# define svc_spawnbaseline 22
# define svc_temp_entity 23
# define svc_setpause 24 // [byte] on / off
# define svc_signonnum 25 // [byte] used for the signon sequence
# define svc_centerprint 26 // [string] to put in center of the screen
# define svc_killedmonster 27
# define svc_foundsecret 28
# define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
# define svc_intermission 30 // [string] music
# define svc_finale 31 // [string] music [string] text
# define svc_cdtrack 32 // [byte] track [byte] looptrack
# define svc_sellscreen 33
# define svc_cutscene 34
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# define svcdp_showpic 35 // [string] slot [string] img, [byte] x, [byte] y. purely for nehahra... only relative to top-left, so not very useful. use csqc instead.
# define svcdp_hidepic 36 // [string] slot
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//johnfitz -- PROTOCOL_FITZQUAKE -- new server messages
# define svc_skybox 37 // [string] name
# define svc_bf 40
# define svc_fog 41 // [byte] density [byte] red [byte] green [byte] blue [float] time
# define svc_spawnbaseline2 42 // support for large modelindex, large framenum, alpha, using flags
# define svc_spawnstatic2 43 // support for large modelindex, large framenum, alpha, using flags
# define svc_spawnstaticsound2 44 // [coord3] [short] samp [byte] vol [byte] aten
//johnfitz
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//spike -- some extensions for particles.
//some extra stuff for fte's pext2_replacementdeltas, including stats
//fte reuses the dp svcs for nq (instead of qw-specific ones), at least where the protocol is identical. this should make dpp7 support a little easier if you ever want to implement that.
//dp has a tendancy to use the svcs even when told to use protocol 15, so supporting them helps there too.
# define svcdp_downloaddata 50
# define svcdp_updatestatbyte 51
# define svcdp_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
# define svcdp_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
# define svcdp_precache 54 // [short] precacheindex [string] filename. index&0x8000 = sound, 0x4000 = particle, 0xc000 = reserved (probably to reclaim these bits eventually), otherwise model.
# define svcdp_spawnbaseline2 55
# define svcdp_spawnstatic2 56
# define svcdp_entities 57
# define svcdp_csqcentities 58
# define svcdp_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
# define svcdp_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
# define svcdp_pointparticles 61 // [short] effectnum [vector] start [vector] velocity [short] count
# define svcdp_pointparticles1 62 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
# define svcfte_spawnbaseline2 66
# define svcfte_updatestatstring 78
# define svcfte_updatestatfloat 79
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# define svcfte_cgamepacket 83
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# define svcfte_voicechat 84
# define svcfte_setangledelta 85
# define svcfte_updateentities 86
//spike -- end
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//
// client to server
//
# define clc_bad 0
# define clc_nop 1
# define clc_disconnect 2
# define clc_move 3 // [usercmd_t]
# define clc_stringcmd 4 // [string] message
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# define clcdp_ackframe 50 // [long] frame sequence. reused by fte replacement deltas
# define clcdp_ackdownloaddata 51
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# define clcfte_qcrequest 81
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# define clcfte_voicechat 83 /*spike*/
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//
// temp entity events
//
# define TE_SPIKE 0
# define TE_SUPERSPIKE 1
# define TE_GUNSHOT 2
# define TE_EXPLOSION 3
# define TE_TAREXPLOSION 4
# define TE_LIGHTNING1 5
# define TE_LIGHTNING2 6
# define TE_WIZSPIKE 7
# define TE_KNIGHTSPIKE 8
# define TE_LIGHTNING3 9
# define TE_LAVASPLASH 10
# define TE_TELEPORT 11
# define TE_EXPLOSION2 12
// PGM 01/21/97
# define TE_BEAM 13
// PGM 01/21/97
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//spike, these are from nehahra. misc servers might expect us to support them
# define TENEH_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
# define TENEH_LIGHTNING4 17 // [string] model [entity] entity [vector] start [vector] end
//spike, quakeworld mods have different explosion+gunshot behaviour, which we might be expected to support
# define TEFTE_EXPLOSION_SPRITE 20 //for compat with qw mods
# define TEFTE_GUNSHOT_COUNT 21 //for compat with qw mods
//spike, these are the various te effects from DP. ideally people would just use pointparticles so these are somewhat considered legacy.
# define TEDP_BLOOD 50
# define TEDP_SPARK 51
# define TEDP_BLOODSHOWER 52
# define TEDP_EXPLOSIONRGB 53
# define TEDP_PARTICLECUBE 54
# define TEDP_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
# define TEDP_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
# define TEDP_GUNSHOTQUAD 57 // [vector] origin
# define TEDP_SPIKEQUAD 58 // [vector] origin
# define TEDP_SUPERSPIKEQUAD 59 // [vector] origin
# define TEDP_EXPLOSIONQUAD 70 // [vector] origin
# define TEDP_SMALLFLASH 72 // [vector] origin
# define TEDP_CUSTOMFLASH 73
# define TEDP_FLAMEJET 74
# define TEDP_PLASMABURN 75
# define TEDP_TEI_G3 76
# define TEDP_SMOKE 77
# define TEDP_TEI_BIGEXPLOSION 78
# define TEDP_TEI_PLASMAHIT 79
//end spike
// entity effects
# define EF_BRIGHTFIELD 1
# define EF_MUZZLEFLASH 2
# define EF_BRIGHTLIGHT 4
# define EF_DIMLIGHT 8
//#define EF_NODRAW 16
//#define EF_ADDITIVE 32
//#define EF_BLUE 64
//#define EF_RED 128
//#define EFDP_NOGUNBOB (1u<<8)
# define EF_FULLBRIGHT (1u<<9)
//#define EFDP_PART_FLAME (1u<<10)
//#define EFDP_PART_STARDUST (1u<<11)
# define EF_NOSHADOW (1u<<12)
//#define EF_NODEPTHTEST (1u<<13)
//#define EFDP_SELECTABLE (1u<<14)
//#define EFDP_DOUBLESIDED (1u<<15)
//#define EFDP_NOSELFSHADOW (1u<<16)
//#define EFDP_DYNAMICMODELLIGHT (1u<<17)
//#define EF_GREEN (1u<<18)
//#define EF_UNUSED (1u<<19)
//#define EF_RESTARTANIM_BIT (1u<<20) //reset model lerps over toggles
//#define EF_TELEPORT_BIT (1u<<21) //reset origin lerps over toggles
//#define EFDP_LOWPRECISION (1u<<22)
# define EF_NOMODELFLAGS (1u<<23)
//24-31 are used for modelflag overrides (rotate, legacy trails, etc)
typedef struct entity_state_s
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{
vec3_t origin ;
vec3_t angles ;
unsigned short modelindex ; //johnfitz -- was int
unsigned short frame ; //johnfitz -- was int
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unsigned int effects ;
unsigned char colormap ; //johnfitz -- was int
unsigned char skin ; //johnfitz -- was int
unsigned char scale ; //spike -- *16
unsigned char pmovetype ; //spike
unsigned short traileffectnum ; //spike -- for qc-defined particle trails. typically evilly used for things that are not trails.
unsigned short emiteffectnum ; //spike -- for qc-defined particle trails. typically evilly used for things that are not trails.
short velocity [ 3 ] ; //spike -- the player's velocity.
unsigned char eflags ;
unsigned char tagindex ;
unsigned short tagentity ;
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unsigned short pad ;
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unsigned char colormod [ 3 ] ; //spike -- entity tints, *32
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unsigned char alpha ; //johnfitz -- added
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unsigned int solidsize ; //for csqc prediction logic.
# define ES_SOLID_NOT 0
# define ES_SOLID_BSP 31
# define ES_SOLID_HULL1 0x80201810
# define ES_SOLID_HULL2 0x80401820
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} entity_state_t ;
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# define EFLAGS_STEP 1
//#define EFLAGS_GLOWTRAIL 2
# define EFLAGS_VIEWMODEL 4 //does not appear in reflections/third person. attached to the view.
# define EFLAGS_EXTERIORMODEL 8 //only appears in reflections/third person
//#define EFLAGS_ 16
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# define EFLAGS_COLOURMAPPED 32 //.colormap=1024|(top<<4)|bottom), instead of a player number
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//#define EFLAGS_ 64
# define EFLAGS_ONGROUND 128 //for bobbing more than anything else. *sigh*.
extern entity_state_t nullentitystate ; //note: not all null.
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typedef struct
{
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float servertime ;
float seconds ; //servertime-previous->servertime
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vec3_t viewangles ;
// intended velocities
float forwardmove ;
float sidemove ;
float upmove ;
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unsigned int buttons ;
unsigned int impulse ;
unsigned int sequence ;
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} usercmd_t ;
bspfile.h, cdaudio.h, client.h, cmd.h, common.h, console.h, crc.h, cvar.h,
d_ifacea.h, draw.h, gl_texmgr.h, glquake.h, image.h, input.h, keys.h, mathlib.h,
menu.h, modelgen.h, net.h, net_dgrm.h, net_loop.h, net_sdlnet.h, net_udp.h,
net_wins.h, platform.h, pr_comp.h, progdefs.h, progs.h, protocol.h, quakedef.h,
render.h, resource.h, sbar.h, screen.h, server.h, sound.h, spritegn.h, sys.h,
vid.h, view.h, wad.h, world.h, zone.h: added include guards to the headers.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@84 af15c1b1-3010-417e-b628-4374ebc0bcbd
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# endif /* _QUAKE_PROTOCOL_H */