mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
503eff6421
I'm not sure if this will break anything. It shouldn't do, but it might. Not everything is ported over yet. Ideally there would be no more use of fopen anywhere else in the engine, and com_gamedir would be made static to fs.c There are a couple of other changes too. http/ftp stuff is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1728 fc73d0e0-1445-4013-8a0c-d673dee63da5
1200 lines
35 KiB
C
1200 lines
35 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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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// protocol.h -- communications protocols
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#define PEXT_SETVIEW 0x00000001
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#define PEXT_SCALE 0x00000002
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#define PEXT_LIGHTSTYLECOL 0x00000004
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#define PEXT_TRANS 0x00000008
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#ifdef SIDEVIEWS
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#define PEXT_VIEW2 0x00000010
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#endif
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#define PEXT_BULLETENS 0x00000020
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#define PEXT_ACCURATETIMINGS 0x00000040
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//#define PEXT_LIGHTUPDATES 0x00000080 //send progs/zap.mdl in the same mannor as a nail.
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#define PEXT_FATNESS 0x00000100 //GL only (or servers)
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#define PEXT_HLBSP 0x00000200
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#define PEXT_TE_BULLET 0x00000400
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#define PEXT_HULLSIZE 0x00000800
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#define PEXT_MODELDBL 0x00001000
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#define PEXT_ENTITYDBL 0x00002000 //max of 1024 ents instead of 512
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#define PEXT_ENTITYDBL2 0x00004000 //max of 1024 ents instead of 512
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#define PEXT_FLOATCOORDS 0x00008000 //supports floating point origins.
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#define PEXT_VWEAP 0x00010000 //cause an extra qbyte to be sent, and an extra list of models for vweaps.
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#ifdef Q2BSPS
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#define PEXT_Q2BSP 0x00020000
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#endif
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#ifdef Q3BSPS
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#define PEXT_Q3BSP 0x00040000
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#endif
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//PEXT_SEEF1 0x00080000
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#define PEXT_SPLITSCREEN 0x00100000
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#define PEXT_HEXEN2 0x00200000 //more stats and working particle builtin.
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#define PEXT_SPAWNSTATIC2 0x00400000 //Sends an entity delta instead of a baseline.
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#define PEXT_CUSTOMTEMPEFFECTS 0x00800000 //supports custom temp ents.
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#define PEXT_256PACKETENTITIES 0x01000000 //Client can recieve 256 packet entities.
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//#define PEXT_64PLAYERS 0x02000000 //Client is able to cope with 64 players. Wow.
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#define PEXT_SHOWPIC 0x04000000
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#define PEXT_SETATTACHMENT 0x08000000 //md3 tags (needs networking, they need to lerp).
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//#define PEXT_PK3DOWNLOADS 0x10000000 //retrieve a list of pk3s/pk3s/paks for downloading (with optional URL and crcs)
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#define PEXT_CHUNKEDDOWNLOADS 0x20000000 //alternate file download method. Hopefully it'll give quadroupled download speed, especially on higher pings.
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#ifdef CSQC_DAT
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#define PEXT_CSQC 0x40000000 //csqc additions
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#endif
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#define PEXT_DPFLAGS 0x80000000 //extra flags for viewmodel/externalmodel and possible other persistant style flags.
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//ZQuake transparent protocol extensions.
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#define Z_EXT_PM_TYPE (1<<0) // basic PM_TYPE functionality (reliable jump_held)
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#define Z_EXT_PM_TYPE_NEW (1<<1) // adds PM_FLY, PM_SPECTATOR
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#define Z_EXT_VIEWHEIGHT (1<<2) // STAT_VIEWHEIGHT
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#define Z_EXT_SERVERTIME (1<<3) // STAT_TIME
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#define Z_EXT_PITCHLIMITS (1<<4) // serverinfo maxpitch & minpitch
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#define Z_EXT_JOIN_OBSERVE (1<<5) // server: "join" and "observe" commands are supported
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// client: on-the-fly spectator <-> player switching supported
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#define SUPPORTED_Z_EXTENSIONS (Z_EXT_PM_TYPE|Z_EXT_PM_TYPE_NEW|Z_EXT_VIEWHEIGHT|Z_EXT_SERVERTIME|Z_EXT_PITCHLIMITS|Z_EXT_JOIN_OBSERVE)
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#define PROTOCOL_VERSION_FTE (('F'<<0) + ('T'<<8) + ('E'<<16) + ('X' << 24)) //fte extensions.
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#define PROTOCOL_VERSION_HUFFMAN (('H'<<0) + ('U'<<8) + ('F'<<16) + ('F' << 24)) //packet compression
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#define PROTOCOL_VERSION 28
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#define PROTOCOL_VERSION_Q2_MIN 31
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#define PROTOCOL_VERSION_Q2 34
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//=========================================
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#define PORT_CLIENT 27001
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#define PORT_MASTER 27000
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#define PORT_SERVER 27500
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#define Q2PORT_CLIENT 27901
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#define Q2PORT_SERVER 27910
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//=========================================
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// out of band message id bytes
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// M = master, S = server, C = client, A = any
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// the second character will always be \n if the message isn't a single
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// qbyte long (?? not true anymore?)
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#define S2C_CHALLENGE 'c'
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#define S2C_CONNECTION 'j'
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#define A2A_PING 'k' // respond with an A2A_ACK
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#define A2A_ACK 'l' // general acknowledgement without info
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#define A2A_NACK 'm' // [+ comment] general failure
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#define A2A_ECHO 'e' // for echoing
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#define A2C_PRINT 'n' // print a message on client
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#define S2M_HEARTBEAT 'a' // + serverinfo + userlist + fraglist
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#define A2C_CLIENT_COMMAND 'B' // + command line
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#define S2M_SHUTDOWN 'C'
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#define M2C_MASTER_REPLY 'd' // + \n + qw server port list
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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 // [qbyte] [qbyte]
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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 // [qbyte] id [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_serverdata 11 // [long] protocol ...
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#define svc_lightstyle 12 // [qbyte] [string]
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#define svc_updatename 13 // [qbyte] [string]
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#define svc_updatefrags 14 // [qbyte] [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 // [qbyte] [qbyte] [qbyte]
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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_spawnstatic2 21
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#define svc_spawnbaseline 22
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#define svc_temp_entity 23 // variable
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#define svc_setpause 24 // [qbyte] on / off
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#define svc_signonnum 25 // [qbyte] 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] [qbyte] samp [qbyte] vol [qbyte] aten
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#define svc_intermission 30 // [vec3_t] origin [vec3_t] angle
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#define svc_finale 31 // [string] text
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#define svc_cdtrack 32 // [qbyte] track
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#define svc_sellscreen 33
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#define svc_cutscene 34 //hmm... nq only... added after qw tree splitt?
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//QW svcs
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#define svc_smallkick 34 // set client punchangle to 2
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#define svc_bigkick 35 // set client punchangle to 4
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#define svc_updateping 36 // [qbyte] [short]
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#define svc_updateentertime 37 // [qbyte] [float]
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#define svc_updatestatlong 38 // [qbyte] [long]
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#define svc_muzzleflash 39 // [short] entity
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#define svc_updateuserinfo 40 // [qbyte] slot [long] uid
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// [string] userinfo
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#define svc_download 41 // [short] size [size bytes]
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#define svc_playerinfo 42 // variable
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#define svc_nails 43 // [qbyte] num [48 bits] xyzpy 12 12 12 4 8
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#define svc_chokecount 44 // [qbyte] packets choked
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#define svc_modellist 45 // [strings]
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#define svc_soundlist 46 // [strings]
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#define svc_packetentities 47 // [...]
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#define svc_deltapacketentities 48 // [...]
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#define svc_maxspeed 49 // maxspeed change, for prediction
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#define svc_entgravity 50 // gravity change, for prediction
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#define svc_setinfo 51 // setinfo on a client
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#define svc_serverinfo 52 // serverinfo
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#define svc_updatepl 53 // [qbyte] [qbyte]
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//mvdsv extended svcs (for mvd playback)
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#define svc_nails2 54 //qwe - [qbyte] num [52 bits] nxyzpy 8 12 12 12 4 8
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//FTE extended svcs
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#ifdef PEXT_VIEW2
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#define svc_view2 56
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#endif
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#ifdef PEXT_LIGHTSTYLECOL
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#define svc_lightstylecol 57
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#endif
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#ifdef PEXT_BULLETENS
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#define svc_bulletentext 58
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#endif
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#ifdef PEXT_LIGHTUPDATES
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#define svc_lightnings 59
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#endif
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#ifdef PEXT_MODELDBL
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#define svc_modellistshort 60 // [strings]
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#endif
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#define svc_ftesetclientpersist 61 //ushort DATA
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#define svc_setportalstate 62
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#define svc_particle2 63
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#define svc_particle3 64
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#define svc_particle4 65
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#define svc_spawnbaseline2 66
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#define svc_customtempent 67
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#define svc_choosesplitclient 68
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#define svc_showpic 69
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#define svc_hidepic 70
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#define svc_movepic 71
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#define svc_updatepic 72
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#define svcqw_effect 74 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
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#define svcqw_effect2 75 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
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#ifdef PEXT_CSQC
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#define svc_csqcentities 76 //entity lump for csqc
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#endif
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#define svc_precache 77
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//DP extended svcs
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#define svcdp_updatestatbyte 51
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#define svcnq_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
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#define svcnq_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
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#define svcdp_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
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#define svcdp_spawnbaseline2 55
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#define svcdp_entities 57
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#define svc_invalid 256
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enum svcq2_ops_e
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{
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svcq2_bad, //0
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// these ops are known to the game dll
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svcq2_muzzleflash, //1
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svcq2_muzzleflash2, //2
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svcq2_temp_entity, //3
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svcq2_layout, //4
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svcq2_inventory, //5
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// the rest are private to the client and server
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svcq2_nop, //6
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svcq2_disconnect, //7
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svcq2_reconnect, //8
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svcq2_sound, //9 // <see code>
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svcq2_print, //10 // [qbyte] id [string] null terminated string
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svcq2_stufftext, //11 // [string] stuffed into client's console buffer, should be \n terminated
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svcq2_serverdata, //12 // [long] protocol ...
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svcq2_configstring, //13 // [short] [string]
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svcq2_spawnbaseline,//14
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svcq2_centerprint, //15 // [string] to put in center of the screen
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svcq2_download, //16 // [short] size [size bytes]
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svcq2_playerinfo, //17 // variable
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svcq2_packetentities,//18 // [...]
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svcq2_deltapacketentities,//19 // [...]
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svcq2_frame //20 (the bastard to implement.)
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};
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enum clcq2_ops_e
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{
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clcq2_bad,
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clcq2_nop,
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clcq2_move, // [[usercmd_t]
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clcq2_userinfo, // [[userinfo string]
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clcq2_stringcmd // [string] message
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};
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//==============================================
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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 //nq only
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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 clc_delta 5 // [qbyte] sequence number, requests delta compression of message
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#define clc_tmove 6 // teleport request, spectator only
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#define clc_upload 7 // teleport request, spectator only
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//==============================================
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// playerinfo flags from server
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// playerinfo always sends: playernum, flags, origin[] and framenumber
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#define PF_MSEC (1<<0)
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#define PF_COMMAND (1<<1)
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#define PF_VELOCITY1 (1<<2)
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#define PF_VELOCITY2 (1<<3)
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#define PF_VELOCITY3 (1<<4)
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#define PF_MODEL (1<<5)
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#define PF_SKINNUM (1<<6)
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#define PF_EFFECTS (1<<7)
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#define PF_WEAPONFRAME (1<<8) // only sent for view player
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#define PF_DEAD (1<<9) // don't block movement any more
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#define PF_GIB (1<<10) // offset the view height differently
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//ZQuake.
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#define PF_PMC_MASK ((1<<11) +\
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(1<<12) +\
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(1<<13))
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#define PF_EXTRA_PFS (1<<15)
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//FIXME: Resolve this.
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// bits 11..13 are player move type bits
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#ifdef PEXT_SCALE
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#define PF_SCALE_Z (1<<16)
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#endif
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#ifdef PEXT_TRANS
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#define PF_TRANS_Z (1<<17)
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#endif
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#ifdef PEXT_FATNESS
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#define PF_FATNESS_Z (1<<18)
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#endif
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#ifdef PEXT_HULLSIZE
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#define PF_HULLSIZE_Z (1<<14)
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#endif
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//#define PF_ORIGINDBL (1<<19)
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#define PF_PMC_SHIFT 11
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// player move types
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#define PMC_NORMAL 0 // normal ground movement
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#define PMC_NORMAL_JUMP_HELD 1 // normal ground novement + jump_held
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#define PMC_OLD_SPECTATOR 2 // fly through walls (QW compatibility mode)
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#define PMC_SPECTATOR 3 // fly through walls
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#define PMC_FLY 4 // fly, bump into walls
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#define PMC_NONE 5 // can't move (client had better lerp the origin...)
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#define PMC_FREEZE 6 // TODO: lerp movement and viewangles
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#define PMC_EXTRA3 7 // future extension
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//any more will require a different protocol message.
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//==============================================
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// if the high bit of the client to server qbyte is set, the low bits are
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// client move cmd bits
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// ms and angle2 are always sent, the others are optional
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#define CM_ANGLE1 (1<<0)
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#define CM_ANGLE3 (1<<1)
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#define CM_FORWARD (1<<2)
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#define CM_SIDE (1<<3)
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#define CM_UP (1<<4)
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#define CM_BUTTONS (1<<5)
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#define CM_IMPULSE (1<<6)
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#define CM_ANGLE2 (1<<7)
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//sigh...
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#define Q2CM_ANGLE1 (1<<0)
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#define Q2CM_ANGLE2 (1<<1)
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#define Q2CM_ANGLE3 (1<<2)
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#define Q2CM_FORWARD (1<<3)
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#define Q2CM_SIDE (1<<4)
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#define Q2CM_UP (1<<5)
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#define Q2CM_BUTTONS (1<<6)
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#define Q2CM_IMPULSE (1<<7)
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//==============================================
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// the first 16 bits of a packetentities update holds 9 bits
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// of entity number and 7 bits of flags
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#define U_ORIGIN1 (1<<9)
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#define U_ORIGIN2 (1<<10)
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#define U_ORIGIN3 (1<<11)
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#define U_ANGLE2 (1<<12)
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#define U_FRAME (1<<13)
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#define U_REMOVE (1<<14) // REMOVE this entity, don't add it
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#define U_MOREBITS (1<<15)
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// if MOREBITS is set, these additional flags are read in next
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#define U_ANGLE1 (1<<0)
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#define U_ANGLE3 (1<<1)
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#define U_MODEL (1<<2)
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#define U_COLORMAP (1<<3)
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#define U_SKIN (1<<4)
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#define U_EFFECTS (1<<5)
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#define U_SOLID (1<<6) // the entity should be solid for prediction
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#ifdef PROTOCOLEXTENSIONS
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#define U_EVENMORE (1<<7) //extension info follows
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//fte extensions
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//EVENMORE flags
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#ifdef PEXT_SCALE
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#define U_SCALE (1<<0) //scaler of alias models
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#endif
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#ifdef PEXT_TRANS
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#define U_TRANS (1<<1) //transparency value
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#endif
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#ifdef PEXT_FATNESS
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#define U_FATNESS (1<<2) //qbyte describing how fat an alias model should be. (moves verticies along normals). Useful for vacuum chambers...
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#endif
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#ifdef PEXT_MODELDBL
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#define U_MODELDBL (1<<3) //extra bit for modelindexes
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#endif
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#define U_UNUSED1 (1<<4)
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//FIXME: IMPLEMENT
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#ifdef PEXT_ENTITYDBL
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#define U_ENTITYDBL (1<<5) //use an extra qbyte for origin parts, cos one of them is off
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#endif
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#ifdef PEXT_ENTITYDBL2
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#define U_ENTITYDBL2 (1<<6) //use an extra qbyte for origin parts, cos one of them is off
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#endif
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#define U_YETMORE (1<<7) //even more extension info stuff.
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#define U_DRAWFLAGS (1<<8) //use an extra qbyte for origin parts, cos one of them is off
|
|
#define U_ABSLIGHT (1<<9) //Force a lightlevel
|
|
|
|
#define U_UNUSED2 (1<<10) //use an extra qbyte for origin parts, cos one of them is off
|
|
|
|
#define U_DPFLAGS (1<<11)
|
|
#define U_TAGINFO (1<<12)
|
|
#define U_LIGHT (1<<13)
|
|
#define U_EFFECTS16 (1<<14)
|
|
|
|
#define U_FARMORE (1<<15)
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#define Q2U_ORIGIN1 (1<<0)
|
|
#define Q2U_ORIGIN2 (1<<1)
|
|
#define Q2U_ANGLE2 (1<<2)
|
|
#define Q2U_ANGLE3 (1<<3)
|
|
#define Q2U_FRAME8 (1<<4) // frame is a qbyte
|
|
#define Q2U_EVENT (1<<5)
|
|
#define Q2U_REMOVE (1<<6) // REMOVE this entity, don't add it
|
|
#define Q2U_MOREBITS1 (1<<7) // read one additional qbyte
|
|
|
|
// second qbyte
|
|
#define Q2U_NUMBER16 (1<<8) // NUMBER8 is implicit if not set
|
|
#define Q2U_ORIGIN3 (1<<9)
|
|
#define Q2U_ANGLE1 (1<<10)
|
|
#define Q2U_MODEL (1<<11)
|
|
#define Q2U_RENDERFX8 (1<<12) // fullbright, etc
|
|
#define Q2U_EFFECTS8 (1<<14) // autorotate, trails, etc
|
|
#define Q2U_MOREBITS2 (1<<15) // read one additional qbyte
|
|
|
|
// third qbyte
|
|
#define Q2U_SKIN8 (1<<16)
|
|
#define Q2U_FRAME16 (1<<17) // frame is a short
|
|
#define Q2U_RENDERFX16 (1<<18) // 8 + 16 = 32
|
|
#define Q2U_EFFECTS16 (1<<19) // 8 + 16 = 32
|
|
#define Q2U_MODEL2 (1<<20) // weapons, flags, etc
|
|
#define Q2U_MODEL3 (1<<21)
|
|
#define Q2U_MODEL4 (1<<22)
|
|
#define Q2U_MOREBITS3 (1<<23) // read one additional qbyte
|
|
|
|
// fourth qbyte
|
|
#define Q2U_OLDORIGIN (1<<24) // FIXME: get rid of this
|
|
#define Q2U_SKIN16 (1<<25)
|
|
#define Q2U_SOUND (1<<26)
|
|
#define Q2U_SOLID (1<<27)
|
|
|
|
//==============================================
|
|
|
|
// a sound with no channel is a local only sound
|
|
// the sound field has bits 0-2: channel, 3-12: entity
|
|
#define SND_VOLUME (1<<15) // a qbyte
|
|
#define SND_ATTENUATION (1<<14) // a qbyte
|
|
|
|
#define DEFAULT_SOUND_PACKET_VOLUME 255
|
|
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
|
|
|
|
|
|
#define DEFAULT_VIEWHEIGHT 22
|
|
|
|
|
|
// svc_print messages have an id, so messages can be filtered
|
|
#define PRINT_LOW 0
|
|
#define PRINT_MEDIUM 1
|
|
#define PRINT_HIGH 2
|
|
#define PRINT_CHAT 3 // also go to chat buffer
|
|
|
|
//
|
|
// temp entity events
|
|
//
|
|
enum {
|
|
TE_SPIKE = 0,
|
|
TE_SUPERSPIKE = 1,
|
|
TE_GUNSHOT = 2,
|
|
TE_EXPLOSION = 3,
|
|
TE_TAREXPLOSION = 4,
|
|
TE_LIGHTNING1 = 5,
|
|
TE_LIGHTNING2 = 6,
|
|
TE_WIZSPIKE = 7,
|
|
TE_KNIGHTSPIKE = 8,
|
|
TE_LIGHTNING3 = 9,
|
|
TE_LAVASPLASH = 10,
|
|
TE_TELEPORT = 11,
|
|
|
|
TE_BLOOD = 12,
|
|
TE_LIGHTNINGBLOOD = 13,
|
|
|
|
#ifdef PEXT_TE_BULLET
|
|
TE_BULLET = 14,
|
|
TE_SUPERBULLET = 15,
|
|
#endif
|
|
|
|
TE_RAILTRAIL = 17,
|
|
|
|
// hexen 2
|
|
TE_STREAM_CHAIN = 25,
|
|
TE_STREAM_SUNSTAFF1 = 26,
|
|
TE_STREAM_SUNSTAFF2 = 27,
|
|
TE_STREAM_LIGHTNING = 28,
|
|
TE_STREAM_COLORBEAM = 29,
|
|
TE_STREAM_ICECHUNKS = 30,
|
|
TE_STREAM_GAZE = 31,
|
|
TE_STREAM_FAMINE = 32,
|
|
|
|
TE_BIGGRENADE = 33,
|
|
TE_CHUNK = 34,
|
|
TE_HWBONEPOWER = 35,
|
|
TE_HWBONEPOWER2 = 36,
|
|
TE_METEORHIT = 37,
|
|
TE_HWRAVENDIE = 38,
|
|
TE_HWRAVENEXPLODE = 39,
|
|
TE_XBOWHIT = 40,
|
|
|
|
TE_CHUNK2 = 41,
|
|
TE_ICEHIT = 42,
|
|
TE_ICESTORM = 43,
|
|
TE_HWMISSILEFLASH = 44,
|
|
TE_SUNSTAFF_CHEAP = 45,
|
|
TE_LIGHTNING_HAMMER = 46,
|
|
TE_DRILLA_EXPLODE = 47,
|
|
TE_DRILLA_DRILL = 48,
|
|
|
|
TE_HWTELEPORT = 49,
|
|
TE_SWORD_EXPLOSION = 50,
|
|
|
|
TE_AXE_BOUNCE = 51,
|
|
TE_AXE_EXPLODE = 52,
|
|
TE_TIME_BOMB = 53,
|
|
TE_FIREBALL = 54,
|
|
TE_SUNSTAFF_POWER = 55,
|
|
TE_PURIFY2_EXPLODE = 56,
|
|
TE_PLAYER_DEATH = 57,
|
|
TE_PURIFY1_EFFECT = 58,
|
|
TE_TELEPORT_LINGER = 59,
|
|
TE_LINE_EXPLOSION = 60,
|
|
TE_METEOR_CRUSH = 61,
|
|
//MISSION PACK
|
|
TE_STREAM_LIGHTNING_SMALL = 62,
|
|
|
|
TE_ACIDBALL = 63,
|
|
TE_ACIDBLOB = 64,
|
|
TE_FIREWALL = 65,
|
|
TE_FIREWALL_IMPACT = 66,
|
|
TE_HWBONERIC = 67,
|
|
TE_POWERFLAME = 68,
|
|
TE_BLOODRAIN = 69,
|
|
TE_AXE = 70,
|
|
TE_PURIFY2_MISSILE = 71,
|
|
TE_SWORD_SHOT = 72,
|
|
TE_ICESHOT = 73,
|
|
TE_METEOR = 74,
|
|
TE_LIGHTNINGBALL = 75,
|
|
TE_MEGAMETEOR = 76,
|
|
TE_CUBEBEAM = 77,
|
|
TE_LIGHTNINGEXPLODE = 78,
|
|
TE_ACID_BALL_FLY = 79,
|
|
TE_ACID_BLOB_FLY = 80,
|
|
TE_CHAINLIGHTNING = 81
|
|
};
|
|
|
|
#define NQTE_EXPLOSION2 12
|
|
#define NQTE_BEAM 13
|
|
|
|
#define DPTE_BLOOD 50
|
|
#define DPTE_SPARK 51
|
|
#define DPTE_BLOODSHOWER 52
|
|
#define DPTE_EXPLOSIONRGB 53
|
|
#define DPTE_PARTICLECUBE 54
|
|
#define DPTE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
|
|
#define DPTE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
|
|
#define DPTE_GUNSHOTQUAD 57 // [vector] origin
|
|
#define DPTE_SPIKEQUAD 58 // [vector] origin
|
|
#define DPTE_SUPERSPIKEQUAD 59 // [vector] origin
|
|
#define DPTE_EXPLOSIONQUAD 70 // [vector] origin
|
|
#define DPTE_SMALLFLASH 72 // [vector] origin
|
|
#define DPTE_CUSTOMFLASH 73
|
|
#define DPTE_FLAMEJET 74
|
|
#define DPTE_PLASMABURN 75
|
|
#define DPTE_TEI_G3 76
|
|
#define DPTE_SMOKE 77
|
|
#define DPTE_TEI_BIGEXPLOSION 78
|
|
#define DPTE_TEI_PLASMAHIT 79
|
|
|
|
//FTE's version of TEI_SHOWLMP2
|
|
#define SL_ORG_NW 0
|
|
#define SL_ORG_NE 1
|
|
#define SL_ORG_SW 2
|
|
#define SL_ORG_SE 3
|
|
#define SL_ORG_CC 4
|
|
#define SL_ORG_CN 5
|
|
#define SL_ORG_CS 6
|
|
#define SL_ORG_CW 7
|
|
#define SL_ORG_CE 8
|
|
|
|
/*
|
|
==========================================================
|
|
|
|
ELEMENTS COMMUNICATED ACROSS THE NET
|
|
|
|
==========================================================
|
|
*/
|
|
|
|
#define MAX_CLIENTS 32
|
|
|
|
#define UPDATE_BACKUP 64 // copies of entity_state_t to keep buffered
|
|
// must be power of two
|
|
#define UPDATE_MASK (UPDATE_BACKUP-1)
|
|
|
|
#define Q2UPDATE_BACKUP 16 // copies of entity_state_t to keep buffered
|
|
// must be power of two
|
|
#define Q2UPDATE_MASK (Q2UPDATE_BACKUP-1)
|
|
|
|
#define Q3UPDATE_BACKUP 32 // copies of entity_state_t to keep buffered
|
|
// must be power of two
|
|
#define Q3UPDATE_MASK (Q3UPDATE_BACKUP-1)
|
|
|
|
|
|
// entity_state_t is the information conveyed from the server
|
|
// in an update message
|
|
|
|
typedef struct entity_state_s
|
|
{
|
|
unsigned short number; // edict index
|
|
unsigned short modelindex;
|
|
int bitmask; // for dp ents, so lost state can be repeated in replacement packets.
|
|
|
|
int flags; // nolerp, etc
|
|
|
|
int effects;
|
|
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
#if defined(Q2CLIENT) || defined(Q2SERVER)
|
|
int renderfx; //q2
|
|
vec3_t old_origin; //q2/q3
|
|
qbyte modelindex3; //q2
|
|
qbyte modelindex4; //q2
|
|
qbyte sound; //q2
|
|
qbyte event; //q2
|
|
|
|
unsigned short modelindex2; //q2
|
|
#endif
|
|
unsigned short frame;
|
|
unsigned short colormap;
|
|
unsigned short skinnum;
|
|
|
|
qbyte glowsize;
|
|
qbyte glowcolour;
|
|
qbyte scale;
|
|
qbyte trans;
|
|
|
|
char fatness;
|
|
qbyte hexen2flags;
|
|
qbyte abslight;
|
|
qbyte dpflags;
|
|
|
|
qbyte solid;
|
|
qbyte colormod[3];
|
|
|
|
qbyte lightstyle;
|
|
qbyte lightpflags;
|
|
unsigned short light[4];
|
|
|
|
unsigned short tagentity;
|
|
unsigned short tagindex;
|
|
} entity_state_t;
|
|
|
|
|
|
#define MAX_EXTENDED_PACKET_ENTITIES 256 //sanity limit.
|
|
#define MAX_STANDARD_PACKET_ENTITIES 64 // doesn't count nails
|
|
#define MAX_MVDPACKET_ENTITIES 196 // doesn't count nails
|
|
typedef struct
|
|
{
|
|
float servertime;
|
|
int num_entities;
|
|
int max_entities;
|
|
entity_state_t *entities;
|
|
} packet_entities_t;
|
|
|
|
typedef struct usercmd_s
|
|
{
|
|
//the first members of this structure MUST match the q2 version
|
|
qbyte msec;
|
|
qbyte buttons;
|
|
short angles[3];
|
|
short forwardmove, sidemove, upmove;
|
|
qbyte impulse;
|
|
qbyte lightlevel;
|
|
|
|
//freestyle
|
|
qbyte weapon;
|
|
int servertime;
|
|
} usercmd_t;
|
|
|
|
typedef struct q2usercmd_s
|
|
{
|
|
qbyte msec;
|
|
qbyte buttons;
|
|
short angles[3];
|
|
short forwardmove, sidemove, upmove;
|
|
qbyte impulse;
|
|
qbyte lightlevel;
|
|
} q2usercmd_t;
|
|
|
|
typedef struct q1usercmd_s
|
|
{
|
|
qbyte msec;
|
|
vec3_t angles;
|
|
short forwardmove, sidemove, upmove;
|
|
qbyte buttons;
|
|
qbyte impulse;
|
|
} q1usercmd_t;
|
|
#define SHORT2ANGLE(x) (x) * (360.0/65536)
|
|
|
|
|
|
|
|
|
|
//
|
|
// per-level limits
|
|
//
|
|
#define Q2MAX_CLIENTS 256 // absolute limit
|
|
#define Q2MAX_EDICTS 1024 // must change protocol to increase more
|
|
#define Q2MAX_LIGHTSTYLES 256
|
|
#define Q2MAX_MODELS 256 // these are sent over the net as bytes
|
|
#define Q2MAX_SOUNDS 256 // so they cannot be blindly increased
|
|
#define Q2MAX_IMAGES 256
|
|
#define Q2MAX_ITEMS 256
|
|
#define Q2MAX_GENERAL (Q2MAX_CLIENTS*2) // general config strings
|
|
|
|
|
|
#define Q2CS_NAME 0
|
|
#define Q2CS_CDTRACK 1
|
|
#define Q2CS_SKY 2
|
|
#define Q2CS_SKYAXIS 3 // %f %f %f format
|
|
#define Q2CS_SKYROTATE 4
|
|
#define Q2CS_STATUSBAR 5 // display program string
|
|
|
|
#define Q2CS_AIRACCEL 29 // air acceleration control
|
|
#define Q2CS_MAXCLIENTS 30
|
|
#define Q2CS_MAPCHECKSUM 31 // for catching cheater maps
|
|
|
|
#define Q2CS_MODELS 32
|
|
#define Q2CS_SOUNDS (Q2CS_MODELS +Q2MAX_MODELS)
|
|
#define Q2CS_IMAGES (Q2CS_SOUNDS +Q2MAX_SOUNDS)
|
|
#define Q2CS_LIGHTS (Q2CS_IMAGES +Q2MAX_IMAGES)
|
|
#define Q2CS_ITEMS (Q2CS_LIGHTS +Q2MAX_LIGHTSTYLES)
|
|
#define Q2CS_PLAYERSKINS (Q2CS_ITEMS +Q2MAX_ITEMS)
|
|
#define Q2CS_GENERAL (Q2CS_PLAYERSKINS +Q2MAX_CLIENTS)
|
|
#define Q2MAX_CONFIGSTRINGS (Q2CS_GENERAL +Q2MAX_GENERAL)
|
|
|
|
|
|
// player_state->stats[] indexes
|
|
#define Q2STAT_HEALTH_ICON 0
|
|
#define Q2STAT_HEALTH 1
|
|
#define Q2STAT_AMMO_ICON 2
|
|
#define Q2STAT_AMMO 3
|
|
#define Q2STAT_ARMOR_ICON 4
|
|
#define Q2STAT_ARMOR 5
|
|
#define Q2STAT_SELECTED_ICON 6
|
|
#define Q2STAT_PICKUP_ICON 7
|
|
#define Q2STAT_PICKUP_STRING 8
|
|
#define Q2STAT_TIMER_ICON 9
|
|
#define Q2STAT_TIMER 10
|
|
#define Q2STAT_HELPICON 11
|
|
#define Q2STAT_SELECTED_ITEM 12
|
|
#define Q2STAT_LAYOUTS 13
|
|
#define Q2STAT_FRAGS 14
|
|
#define Q2STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
|
|
#define Q2STAT_CHASE 16
|
|
#define Q2STAT_SPECTATOR 17
|
|
|
|
#define Q2MAX_STATS 32
|
|
|
|
|
|
//for the local player
|
|
#define Q2PS_M_TYPE (1<<0)
|
|
#define Q2PS_M_ORIGIN (1<<1)
|
|
#define Q2PS_M_VELOCITY (1<<2)
|
|
#define Q2PS_M_TIME (1<<3)
|
|
#define Q2PS_M_FLAGS (1<<4)
|
|
#define Q2PS_M_GRAVITY (1<<5)
|
|
#define Q2PS_M_DELTA_ANGLES (1<<6)
|
|
|
|
#define Q2PS_VIEWOFFSET (1<<7)
|
|
#define Q2PS_VIEWANGLES (1<<8)
|
|
#define Q2PS_KICKANGLES (1<<9)
|
|
#define Q2PS_BLEND (1<<10)
|
|
#define Q2PS_FOV (1<<11)
|
|
#define Q2PS_WEAPONINDEX (1<<12)
|
|
#define Q2PS_WEAPONFRAME (1<<13)
|
|
#define Q2PS_RDFLAGS (1<<14)
|
|
|
|
|
|
|
|
// entity_state_t->renderfx flags
|
|
#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
|
|
#define Q2RF_EXTERNALMODEL 2 // don't draw through eyes, only mirrors
|
|
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
|
|
#define Q2RF_FULLBRIGHT 8 // always draw full intensity
|
|
#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
|
|
#define Q2RF_TRANSLUCENT 32
|
|
#define Q2RF_FRAMELERP 64
|
|
#define Q2RF_BEAM 128
|
|
|
|
#define Q2RF_CUSTOMSKIN 256 // skin is an index in image_precache
|
|
#define Q2RF_GLOW 512 // pulse lighting for bonus items
|
|
#define Q2RF_SHELL_RED 1024
|
|
#define Q2RF_SHELL_GREEN 2048
|
|
#define Q2RF_SHELL_BLUE 4096
|
|
|
|
//ROGUE
|
|
#define Q2RF_IR_VISIBLE 0x00008000 // 32768
|
|
#define Q2RF_SHELL_DOUBLE 0x00010000 // 65536
|
|
#define Q2RF_SHELL_HALF_DAM 0x00020000
|
|
#define Q2RF_USE_DISGUISE 0x00040000
|
|
//ROGUE
|
|
|
|
#define Q2RF_ADDATIVE 0x00080000
|
|
#define RF_NOSHADOW 0x00100000
|
|
#define RF_NODEPTHTEST 0x00200000
|
|
|
|
// player_state_t->refdef flags
|
|
#define Q2RDF_UNDERWATER 1 // warp the screen as apropriate
|
|
#define Q2RDF_NOWORLDMODEL 2 // used for player configuration screen
|
|
|
|
//ROGUE
|
|
#define Q2RDF_IRGOGGLES 4
|
|
#define Q2RDF_UVGOGGLES 8
|
|
//ROGUE
|
|
|
|
|
|
|
|
|
|
#define Q2SND_VOLUME (1<<0) // a qbyte
|
|
#define Q2SND_ATTENUATION (1<<1) // a qbyte
|
|
#define Q2SND_POS (1<<2) // three coordinates
|
|
#define Q2SND_ENT (1<<3) // a short 0-2: channel, 3-12: entity
|
|
#define Q2SND_OFFSET (1<<4) // a qbyte, msec offset from frame start
|
|
|
|
#define Q2DEFAULT_SOUND_PACKET_VOLUME 1.0
|
|
#define Q2DEFAULT_SOUND_PACKET_ATTENUATION 1.0
|
|
|
|
|
|
#define ATTN_NONE 0
|
|
#define ATTN_NORM 1
|
|
#define CHAN_AUTO 0
|
|
#define CHAN_WEAPON 1
|
|
#define CHAN_VOICE 2
|
|
#define CHAN_ITEM 3
|
|
#define CHAN_BODY 4
|
|
|
|
#define Q2MZ_BLASTER 0
|
|
#define Q2MZ_MACHINEGUN 1
|
|
#define Q2MZ_SHOTGUN 2
|
|
#define Q2MZ_CHAINGUN1 3
|
|
#define Q2MZ_CHAINGUN2 4
|
|
#define Q2MZ_CHAINGUN3 5
|
|
#define Q2MZ_RAILGUN 6
|
|
#define Q2MZ_ROCKET 7
|
|
#define Q2MZ_GRENADE 8
|
|
#define Q2MZ_LOGIN 9
|
|
#define Q2MZ_LOGOUT 10
|
|
#define Q2MZ_RESPAWN 11
|
|
#define Q2MZ_BFG 12
|
|
#define Q2MZ_SSHOTGUN 13
|
|
#define Q2MZ_HYPERBLASTER 14
|
|
#define Q2MZ_ITEMRESPAWN 15
|
|
// RAFAEL
|
|
#define Q2MZ_IONRIPPER 16
|
|
#define Q2MZ_BLUEHYPERBLASTER 17
|
|
#define Q2MZ_PHALANX 18
|
|
#define Q2MZ_SILENCED 128 // bit flag ORed with one of the above numbers
|
|
|
|
//ROGUE
|
|
#define Q2MZ_ETF_RIFLE 30
|
|
#define Q2MZ_UNUSED 31
|
|
#define Q2MZ_SHOTGUN2 32
|
|
#define Q2MZ_HEATBEAM 33
|
|
#define Q2MZ_BLASTER2 34
|
|
#define Q2MZ_TRACKER 35
|
|
#define Q2MZ_NUKE1 36
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#define Q2MZ_NUKE2 37
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#define Q2MZ_NUKE4 38
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#define Q2MZ_NUKE8 39
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//ROGUE
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//
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// monster muzzle flashes
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//
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#define Q2MZ2_TANK_BLASTER_1 1
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#define Q2MZ2_TANK_BLASTER_2 2
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#define Q2MZ2_TANK_BLASTER_3 3
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#define Q2MZ2_TANK_MACHINEGUN_1 4
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#define Q2MZ2_TANK_MACHINEGUN_2 5
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#define Q2MZ2_TANK_MACHINEGUN_3 6
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#define Q2MZ2_TANK_MACHINEGUN_4 7
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#define Q2MZ2_TANK_MACHINEGUN_5 8
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#define Q2MZ2_TANK_MACHINEGUN_6 9
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#define Q2MZ2_TANK_MACHINEGUN_7 10
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#define Q2MZ2_TANK_MACHINEGUN_8 11
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#define Q2MZ2_TANK_MACHINEGUN_9 12
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#define Q2MZ2_TANK_MACHINEGUN_10 13
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#define Q2MZ2_TANK_MACHINEGUN_11 14
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#define Q2MZ2_TANK_MACHINEGUN_12 15
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#define Q2MZ2_TANK_MACHINEGUN_13 16
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#define Q2MZ2_TANK_MACHINEGUN_14 17
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#define Q2MZ2_TANK_MACHINEGUN_15 18
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#define Q2MZ2_TANK_MACHINEGUN_16 19
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#define Q2MZ2_TANK_MACHINEGUN_17 20
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#define Q2MZ2_TANK_MACHINEGUN_18 21
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#define Q2MZ2_TANK_MACHINEGUN_19 22
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#define Q2MZ2_TANK_ROCKET_1 23
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#define Q2MZ2_TANK_ROCKET_2 24
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#define Q2MZ2_TANK_ROCKET_3 25
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#define Q2MZ2_INFANTRY_MACHINEGUN_1 26
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#define Q2MZ2_INFANTRY_MACHINEGUN_2 27
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#define Q2MZ2_INFANTRY_MACHINEGUN_3 28
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#define Q2MZ2_INFANTRY_MACHINEGUN_4 29
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#define Q2MZ2_INFANTRY_MACHINEGUN_5 30
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#define Q2MZ2_INFANTRY_MACHINEGUN_6 31
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#define Q2MZ2_INFANTRY_MACHINEGUN_7 32
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#define Q2MZ2_INFANTRY_MACHINEGUN_8 33
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#define Q2MZ2_INFANTRY_MACHINEGUN_9 34
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#define Q2MZ2_INFANTRY_MACHINEGUN_10 35
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#define Q2MZ2_INFANTRY_MACHINEGUN_11 36
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#define Q2MZ2_INFANTRY_MACHINEGUN_12 37
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#define Q2MZ2_INFANTRY_MACHINEGUN_13 38
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#define Q2MZ2_SOLDIER_BLASTER_1 39
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#define Q2MZ2_SOLDIER_BLASTER_2 40
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#define Q2MZ2_SOLDIER_SHOTGUN_1 41
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#define Q2MZ2_SOLDIER_SHOTGUN_2 42
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#define Q2MZ2_SOLDIER_MACHINEGUN_1 43
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#define Q2MZ2_SOLDIER_MACHINEGUN_2 44
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#define Q2MZ2_GUNNER_MACHINEGUN_1 45
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#define Q2MZ2_GUNNER_MACHINEGUN_2 46
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#define Q2MZ2_GUNNER_MACHINEGUN_3 47
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#define Q2MZ2_GUNNER_MACHINEGUN_4 48
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#define Q2MZ2_GUNNER_MACHINEGUN_5 49
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#define Q2MZ2_GUNNER_MACHINEGUN_6 50
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#define Q2MZ2_GUNNER_MACHINEGUN_7 51
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#define Q2MZ2_GUNNER_MACHINEGUN_8 52
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#define Q2MZ2_GUNNER_GRENADE_1 53
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#define Q2MZ2_GUNNER_GRENADE_2 54
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#define Q2MZ2_GUNNER_GRENADE_3 55
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#define Q2MZ2_GUNNER_GRENADE_4 56
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#define Q2MZ2_CHICK_ROCKET_1 57
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#define Q2MZ2_FLYER_BLASTER_1 58
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#define Q2MZ2_FLYER_BLASTER_2 59
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#define Q2MZ2_MEDIC_BLASTER_1 60
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#define Q2MZ2_GLADIATOR_RAILGUN_1 61
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#define Q2MZ2_HOVER_BLASTER_1 62
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#define Q2MZ2_ACTOR_MACHINEGUN_1 63
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#define Q2MZ2_SUPERTANK_MACHINEGUN_1 64
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#define Q2MZ2_SUPERTANK_MACHINEGUN_2 65
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#define Q2MZ2_SUPERTANK_MACHINEGUN_3 66
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#define Q2MZ2_SUPERTANK_MACHINEGUN_4 67
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#define Q2MZ2_SUPERTANK_MACHINEGUN_5 68
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#define Q2MZ2_SUPERTANK_MACHINEGUN_6 69
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#define Q2MZ2_SUPERTANK_ROCKET_1 70
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#define Q2MZ2_SUPERTANK_ROCKET_2 71
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#define Q2MZ2_SUPERTANK_ROCKET_3 72
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#define Q2MZ2_BOSS2_MACHINEGUN_L1 73
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#define Q2MZ2_BOSS2_MACHINEGUN_L2 74
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#define Q2MZ2_BOSS2_MACHINEGUN_L3 75
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#define Q2MZ2_BOSS2_MACHINEGUN_L4 76
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#define Q2MZ2_BOSS2_MACHINEGUN_L5 77
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#define Q2MZ2_BOSS2_ROCKET_1 78
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#define Q2MZ2_BOSS2_ROCKET_2 79
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#define Q2MZ2_BOSS2_ROCKET_3 80
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#define Q2MZ2_BOSS2_ROCKET_4 81
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#define Q2MZ2_FLOAT_BLASTER_1 82
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#define Q2MZ2_SOLDIER_BLASTER_3 83
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#define Q2MZ2_SOLDIER_SHOTGUN_3 84
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#define Q2MZ2_SOLDIER_MACHINEGUN_3 85
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#define Q2MZ2_SOLDIER_BLASTER_4 86
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#define Q2MZ2_SOLDIER_SHOTGUN_4 87
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#define Q2MZ2_SOLDIER_MACHINEGUN_4 88
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#define Q2MZ2_SOLDIER_BLASTER_5 89
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#define Q2MZ2_SOLDIER_SHOTGUN_5 90
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#define Q2MZ2_SOLDIER_MACHINEGUN_5 91
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#define Q2MZ2_SOLDIER_BLASTER_6 92
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#define Q2MZ2_SOLDIER_SHOTGUN_6 93
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#define Q2MZ2_SOLDIER_MACHINEGUN_6 94
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#define Q2MZ2_SOLDIER_BLASTER_7 95
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#define Q2MZ2_SOLDIER_SHOTGUN_7 96
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#define Q2MZ2_SOLDIER_MACHINEGUN_7 97
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#define Q2MZ2_SOLDIER_BLASTER_8 98
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#define Q2MZ2_SOLDIER_SHOTGUN_8 99
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#define Q2MZ2_SOLDIER_MACHINEGUN_8 100
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// --- Xian shit below ---
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#define Q2MZ2_MAKRON_BFG 101
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#define Q2MZ2_MAKRON_BLASTER_1 102
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#define Q2MZ2_MAKRON_BLASTER_2 103
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#define Q2MZ2_MAKRON_BLASTER_3 104
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#define Q2MZ2_MAKRON_BLASTER_4 105
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#define Q2MZ2_MAKRON_BLASTER_5 106
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#define Q2MZ2_MAKRON_BLASTER_6 107
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#define Q2MZ2_MAKRON_BLASTER_7 108
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#define Q2MZ2_MAKRON_BLASTER_8 109
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#define Q2MZ2_MAKRON_BLASTER_9 110
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#define Q2MZ2_MAKRON_BLASTER_10 111
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#define Q2MZ2_MAKRON_BLASTER_11 112
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#define Q2MZ2_MAKRON_BLASTER_12 113
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#define Q2MZ2_MAKRON_BLASTER_13 114
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#define Q2MZ2_MAKRON_BLASTER_14 115
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#define Q2MZ2_MAKRON_BLASTER_15 116
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#define Q2MZ2_MAKRON_BLASTER_16 117
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#define Q2MZ2_MAKRON_BLASTER_17 118
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#define Q2MZ2_MAKRON_RAILGUN_1 119
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#define Q2MZ2_JORG_MACHINEGUN_L1 120
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#define Q2MZ2_JORG_MACHINEGUN_L2 121
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#define Q2MZ2_JORG_MACHINEGUN_L3 122
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#define Q2MZ2_JORG_MACHINEGUN_L4 123
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#define Q2MZ2_JORG_MACHINEGUN_L5 124
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#define Q2MZ2_JORG_MACHINEGUN_L6 125
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#define Q2MZ2_JORG_MACHINEGUN_R1 126
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#define Q2MZ2_JORG_MACHINEGUN_R2 127
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#define Q2MZ2_JORG_MACHINEGUN_R3 128
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#define Q2MZ2_JORG_MACHINEGUN_R4 129
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#define Q2MZ2_JORG_MACHINEGUN_R5 130
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#define Q2MZ2_JORG_MACHINEGUN_R6 131
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#define Q2MZ2_JORG_BFG_1 132
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#define Q2MZ2_BOSS2_MACHINEGUN_R1 133
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#define Q2MZ2_BOSS2_MACHINEGUN_R2 134
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#define Q2MZ2_BOSS2_MACHINEGUN_R3 135
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#define Q2MZ2_BOSS2_MACHINEGUN_R4 136
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#define Q2MZ2_BOSS2_MACHINEGUN_R5 137
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//ROGUE
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#define Q2MZ2_CARRIER_MACHINEGUN_L1 138
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#define Q2MZ2_CARRIER_MACHINEGUN_R1 139
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#define Q2MZ2_CARRIER_GRENADE 140
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#define Q2MZ2_TURRET_MACHINEGUN 141
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#define Q2MZ2_TURRET_ROCKET 142
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#define Q2MZ2_TURRET_BLASTER 143
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#define Q2MZ2_STALKER_BLASTER 144
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#define Q2MZ2_DAEDALUS_BLASTER 145
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#define Q2MZ2_MEDIC_BLASTER_2 146
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#define Q2MZ2_CARRIER_RAILGUN 147
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#define Q2MZ2_WIDOW_DISRUPTOR 148
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#define Q2MZ2_WIDOW_BLASTER 149
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#define Q2MZ2_WIDOW_RAIL 150
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#define Q2MZ2_WIDOW_PLASMABEAM 151 // PMM - not used
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#define Q2MZ2_CARRIER_MACHINEGUN_L2 152
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#define Q2MZ2_CARRIER_MACHINEGUN_R2 153
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#define Q2MZ2_WIDOW_RAIL_LEFT 154
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#define Q2MZ2_WIDOW_RAIL_RIGHT 155
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#define Q2MZ2_WIDOW_BLASTER_SWEEP1 156
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#define Q2MZ2_WIDOW_BLASTER_SWEEP2 157
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#define Q2MZ2_WIDOW_BLASTER_SWEEP3 158
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#define Q2MZ2_WIDOW_BLASTER_SWEEP4 159
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#define Q2MZ2_WIDOW_BLASTER_SWEEP5 160
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#define Q2MZ2_WIDOW_BLASTER_SWEEP6 161
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#define Q2MZ2_WIDOW_BLASTER_SWEEP7 162
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#define Q2MZ2_WIDOW_BLASTER_SWEEP8 163
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#define Q2MZ2_WIDOW_BLASTER_SWEEP9 164
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#define Q2MZ2_WIDOW_BLASTER_100 165
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#define Q2MZ2_WIDOW_BLASTER_90 166
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#define Q2MZ2_WIDOW_BLASTER_80 167
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#define Q2MZ2_WIDOW_BLASTER_70 168
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#define Q2MZ2_WIDOW_BLASTER_60 169
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#define Q2MZ2_WIDOW_BLASTER_50 170
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#define Q2MZ2_WIDOW_BLASTER_40 171
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#define Q2MZ2_WIDOW_BLASTER_30 172
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#define Q2MZ2_WIDOW_BLASTER_20 173
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#define Q2MZ2_WIDOW_BLASTER_10 174
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#define Q2MZ2_WIDOW_BLASTER_0 175
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#define Q2MZ2_WIDOW_BLASTER_10L 176
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#define Q2MZ2_WIDOW_BLASTER_20L 177
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#define Q2MZ2_WIDOW_BLASTER_30L 178
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#define Q2MZ2_WIDOW_BLASTER_40L 179
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#define Q2MZ2_WIDOW_BLASTER_50L 180
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#define Q2MZ2_WIDOW_BLASTER_60L 181
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#define Q2MZ2_WIDOW_BLASTER_70L 182
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#define Q2MZ2_WIDOW_RUN_1 183
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#define Q2MZ2_WIDOW_RUN_2 184
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#define Q2MZ2_WIDOW_RUN_3 185
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#define Q2MZ2_WIDOW_RUN_4 186
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#define Q2MZ2_WIDOW_RUN_5 187
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#define Q2MZ2_WIDOW_RUN_6 188
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#define Q2MZ2_WIDOW_RUN_7 189
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#define Q2MZ2_WIDOW_RUN_8 190
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#define Q2MZ2_CARRIER_ROCKET_1 191
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#define Q2MZ2_CARRIER_ROCKET_2 192
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#define Q2MZ2_CARRIER_ROCKET_3 193
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#define Q2MZ2_CARRIER_ROCKET_4 194
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#define Q2MZ2_WIDOW2_BEAMER_1 195
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#define Q2MZ2_WIDOW2_BEAMER_2 196
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#define Q2MZ2_WIDOW2_BEAMER_3 197
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#define Q2MZ2_WIDOW2_BEAMER_4 198
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#define Q2MZ2_WIDOW2_BEAMER_5 199
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_1 200
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_2 201
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_3 202
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_4 203
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_5 204
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_6 205
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_7 206
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_8 207
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_9 208
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_10 209
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#define Q2MZ2_WIDOW2_BEAM_SWEEP_11 210
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#define MAX_MAP_AREA_BYTES 32
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// edict->drawflags (hexen2 stuff)
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|
#define MLS_MASKIN 7 // Model Light Style
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#define MLS_MASKOUT 248
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#define MLS_NONE 0
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#define MLS_FULLBRIGHT 1
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#define MLS_POWERMODE 2
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|
#define MLS_TORCH 3
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|
#define MLS_TOTALDARK 4
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#define MLS_ABSLIGHT 7
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#define SCALE_TYPE_MASKIN 24
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|
#define SCALE_TYPE_MASKOUT 231
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|
#define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z
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#define SCALE_TYPE_XYONLY 8 // Scale X and Y
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#define SCALE_TYPE_ZONLY 16 // Scale Z
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#define SCALE_ORIGIN_MASKIN 96
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|
#define SCALE_ORIGIN_MASKOUT 159
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#define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center
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#define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom
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#define SCALE_ORIGIN_TOP 64 // Scaling origin at object top
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|
#define DRF_TRANSLUCENT 128
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//TENEBRAE_GFX_DLIGHTS
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|
#define PFLAGS_NOSHADOW 1
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|
#define PFLAGS_CORONA 2
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|
#define PFLAGS_FULLDYNAMIC 128
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