quakespasm/Quake/protocol.h

491 lines
22 KiB
C

/*
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 //favour csqc instead.
//#define PEXT1_SPLITSCREEN 0x00100000 //too much hassle for not enough users.
//#define PEXT1_SHOWPIC 0x04000000 //favour csqc instead.
//#define PEXT1_CHUNKEDDOWNLOADS 0x20000000 //favour DP's download protocol instead. its simpler and better established (though doesn't cope with packetloss so well).
#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_INFOBLOBS) //pext2 flags that we can parse, but don't want to advertise (for demos)
#define PEXT2_SUPPORTED_CLIENT (PEXT2_PRYDONCURSOR|PEXT2_VOICECHAT|PEXT2_SETANGLEDELTA|PEXT2_REPLACEMENTDELTAS|PEXT2_MAXPLAYERS|PEXT2_PREDINFO) //pext2 flags that we understand+support
#define PEXT2_SUPPORTED_SERVER (PEXT2_PRYDONCURSOR|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 // <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
#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;
int weapon;
//prydon cursor crap
float cursor_screen[2]; //-1 to 1
vec3_t cursor_start; //world coord
vec3_t cursor_impact; //world coord
int cursor_entitynumber;//usually 0
} usercmd_t;
#endif /* _QUAKE_PROTOCOL_H */