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