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https://github.com/nzp-team/fteqw.git
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46c05df0ea
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1172 fc73d0e0-1445-4013-8a0c-d673dee63da5
1178 lines
34 KiB
C
1178 lines
34 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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#ifdef AVAIL_ZLIB
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// #define PEXT_ZLIBDL 0x00000040
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#endif
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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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//#define 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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#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 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 svc_updatepl 53 // [qbyte] [qbyte]
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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 svc_nails2 54 //qwe - [qbyte] num [52 bits] nxyzpy 8 12 12 12 4 8
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#define svcdp_spawnbaseline2 55
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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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#define svcdp_entities 57
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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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#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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//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
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#define U_ABSLIGHT (1<<9) //Force a lightlevel
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#ifdef PEXT_BIGORIGINS
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#define U_ORIGINDBL (1<<10) //use an extra qbyte for origin parts, cos one of them is off
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#endif
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#define U_DPFLAGS (1<<11)
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#define U_TAGINFO (1<<12)
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|
#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
|
|
|
|
#define TE_SEEF_BRIGHTFIELD 200
|
|
#define TE_SEEF_DARKLIGHT 201
|
|
#define TE_SEEF_DARKFIELD 202
|
|
#define TE_SEEF_LIGHT 203
|
|
|
|
//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
|
|
vec3_t origin;
|
|
vec3_t old_origin; //q2
|
|
vec3_t angles;
|
|
unsigned short modelindex2; //q2
|
|
qbyte modelindex3; //q2
|
|
qbyte modelindex4; //q2
|
|
unsigned short frame;
|
|
unsigned short colormap;
|
|
unsigned short skinnum;
|
|
int effects;
|
|
int renderfx; //q2
|
|
qbyte sound; //q2
|
|
qbyte event; //q2
|
|
|
|
qbyte glowsize;
|
|
qbyte glowcolour;
|
|
|
|
qbyte scale;
|
|
qbyte trans;
|
|
char fatness;
|
|
qbyte hexen2flags;
|
|
qbyte abslight;
|
|
qbyte dpflags;
|
|
qbyte solid;
|
|
|
|
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
|
|
{
|
|
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;
|
|
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
|
|
|
|
// 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
|
|
#define Q2MZ_NUKE2 37
|
|
#define Q2MZ_NUKE4 38
|
|
#define Q2MZ_NUKE8 39
|
|
//ROGUE
|
|
|
|
//
|
|
// monster muzzle flashes
|
|
//
|
|
#define Q2MZ2_TANK_BLASTER_1 1
|
|
#define Q2MZ2_TANK_BLASTER_2 2
|
|
#define Q2MZ2_TANK_BLASTER_3 3
|
|
#define Q2MZ2_TANK_MACHINEGUN_1 4
|
|
#define Q2MZ2_TANK_MACHINEGUN_2 5
|
|
#define Q2MZ2_TANK_MACHINEGUN_3 6
|
|
#define Q2MZ2_TANK_MACHINEGUN_4 7
|
|
#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
|
|
#define Q2MZ2_WIDOW2_BEAMER_3 197
|
|
#define Q2MZ2_WIDOW2_BEAMER_4 198
|
|
#define Q2MZ2_WIDOW2_BEAMER_5 199
|
|
#define Q2MZ2_WIDOW2_BEAM_SWEEP_1 200
|
|
#define Q2MZ2_WIDOW2_BEAM_SWEEP_2 201
|
|
#define Q2MZ2_WIDOW2_BEAM_SWEEP_3 202
|
|
#define Q2MZ2_WIDOW2_BEAM_SWEEP_4 203
|
|
#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
|
|
#define Q2MZ2_WIDOW2_BEAM_SWEEP_8 207
|
|
#define Q2MZ2_WIDOW2_BEAM_SWEEP_9 208
|
|
#define Q2MZ2_WIDOW2_BEAM_SWEEP_10 209
|
|
#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)
|
|
#define MLS_MASKIN 7 // Model Light Style
|
|
#define MLS_MASKOUT 248
|
|
#define MLS_NONE 0
|
|
#define MLS_FULLBRIGHT 1
|
|
#define MLS_POWERMODE 2
|
|
#define MLS_TORCH 3
|
|
#define MLS_TOTALDARK 4
|
|
#define MLS_ABSLIGHT 7
|
|
#define SCALE_TYPE_MASKIN 24
|
|
#define SCALE_TYPE_MASKOUT 231
|
|
#define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z
|
|
#define SCALE_TYPE_XYONLY 8 // Scale X and Y
|
|
#define SCALE_TYPE_ZONLY 16 // Scale Z
|
|
#define SCALE_ORIGIN_MASKIN 96
|
|
#define SCALE_ORIGIN_MASKOUT 159
|
|
#define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center
|
|
#define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom
|
|
#define SCALE_ORIGIN_TOP 64 // Scaling origin at object top
|
|
#define DRF_TRANSLUCENT 128
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