/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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. */ #ifndef _QUAKE_PROTOCOL_H #define _QUAKE_PROTOCOL_H // protocol.h -- communications protocols #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. #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). #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). // 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 // PROTOCOL_FTE_PEXT(1) flags //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. #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. // PROTOCOL_FTE_PEXT2 flags #define PEXT2_PRYDONCURSOR 0x00000001 //a mouse cursor exposed to ssqc #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. #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 #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) // 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 #define U_SCALE (1<<20) // 1 byte, for PROTOCOL_RMQ PRFL_EDICTSCALE, currently read but ignored #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 //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 #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 //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 // a sound with no channel is a local only sound #define SND_VOLUME (1<<0) // a byte #define SND_ATTENUATION (1<<1) // a byte //#define SND_LOOPING (1<<2) // a long (unused in vanilla) #define DEFAULT_SOUND_PACKET_VOLUME 255 #define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 //johnfitz -- PROTOCOL_FITZQUAKE -- new bits #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) //johnfitz //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 //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 // #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 // #define svc_stopsound 16 // #define svc_updatecolors 17 // [byte] [byte] #define svc_particle 18 // [vec3] #define svc_damage 19 #define svc_spawnstatic 20 //#define svc_spawnbinary 21 #define svcfte_spawnstatic2 21 #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 #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 //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 //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 #define svcfte_cgamepacket 83 #define svcfte_voicechat 84 #define svcfte_setangledelta 85 #define svcfte_updateentities 86 //spike -- end // // 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 #define clcdp_ackframe 50 // [long] frame sequence. reused by fte replacement deltas #define clcdp_ackdownloaddata 51 #define clcfte_qcrequest 81 #define clcfte_voicechat 83 /*spike*/ // // 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 //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 { vec3_t origin; vec3_t angles; unsigned short modelindex; //johnfitz -- was int unsigned short frame; //johnfitz -- was int 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; unsigned short pad; unsigned char colormod[3]; //spike -- entity tints, *32 unsigned char alpha; //johnfitz -- added 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 } entity_state_t; #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 #define EFLAGS_COLOURMAPPED 32 //.colormap=1024|(top<<4)|bottom), instead of a player number //#define EFLAGS_ 64 #define EFLAGS_ONGROUND 128 //for bobbing more than anything else. *sigh*. extern entity_state_t nullentitystate; //note: not all null. typedef struct { float servertime; float seconds; //servertime-previous->servertime vec3_t viewangles; // intended velocities float forwardmove; float sidemove; float upmove; unsigned int buttons; unsigned int impulse; unsigned int sequence; } usercmd_t; #endif /* _QUAKE_PROTOCOL_H */