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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// protocol.h -- communications protocols
# define PROTOCOL_VERSION 15
// if the high bit of the servercmd is set, the low bits are fast update flags:
# define U_MOREBITS (1<<0)
# define U_ORIGIN1 (1<<1)
# define U_ORIGIN2 (1<<2)
# define U_ORIGIN3 (1<<3)
# define U_ANGLE2 (1<<4)
# define U_NOLERP (1<<5) // don't interpolate movement
# define U_FRAME (1<<6)
# define U_SIGNAL (1<<7) // just differentiates from other updates
// svc_update can pass all of the fast update bits, plus more
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# define U_EXTEND1 (1<<8)
# define U_ANGLE1 (1<<9)
# define U_ANGLE3 (1<<10)
# define U_MODEL (1<<11)
# define U_COLORMAP (1<<12)
# define U_SKIN (1<<13)
# define U_EFFECTS (1<<14)
// Tomaz - QC Alpha Scale Glow Control Begin
# define U_LONGENTITY (1<<15) //blubs here, U_EXTEND1 used to be here, but it needs to be in the byte above, so moved it to the 1<<8 position, and moved the rest down
# define U_RENDERMODE (1<<16)
# define U_RENDERAMT (1<<17)
# define U_RENDERCOLOR1 (1<<18)
# define U_RENDERCOLOR2 (1<<19)
# define U_RENDERCOLOR3 (1<<20)
# define U_EXTEND2 (1<<21) // another byte to follow
# define U_FRAMETIME (1<<22) // another byte to follow
// Tomaz - QC Alpha Scale Glow Control End
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# define U_SCALE (1<<23)
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# define SU_VIEWHEIGHT (1<<0)
# define SU_IDEALPITCH (1<<1)
# define SU_PUNCH1 (1<<2)
# define SU_PUNCH2 (1<<3)
# define SU_PUNCH3 (1<<4)
# define SU_VELOCITY1 (1<<5)
# define SU_VELOCITY2 (1<<6)
# define SU_VELOCITY3 (1<<7)
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# define SU_WEAPONSKIN (1<<7)
# define SU_PERKS (1<<9)
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# define SU_ONGROUND (1<<10) // no data follows, the bit is it
# define SU_INWATER (1<<11) // no data follows, the bit is it
# define SU_WEAPONFRAME (1<<12)
# define SU_WEAPON (1<<14)
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# define SU_PRIGRENADES (1<<15)
# define SU_SECGRENADES (1<<16)
# define SU_GRENADES (1<<13)
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// a sound with no channel is a local only sound
# define SND_VOLUME (1<<0) // a byte
# define SND_ATTENUATION (1<<1) // a byte
# define SND_LOOPING (1<<2) // a long
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# define ENTSCALE_DEFAULT 16 // Equivalent to float 1.0f due to byte packing.
# define ENTSCALE_ENCODE(a) ((a) ? ((a) * ENTSCALE_DEFAULT) : ENTSCALE_DEFAULT) // Convert to byte
# define ENTSCALE_DECODE(a) ((float)(a) / ENTSCALE_DEFAULT) // Convert to float for rendering
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// defaults for clientinfo messages
# define DEFAULT_VIEWHEIGHT 22
// game types sent by serverinfo
// these determine which intermission screen plays
# define GAME_COOP 0
# define GAME_DEATHMATCH 1
//==================
// note that there are some defs.qc that mirror to these numbers
// also related to svc_strings[] in cl_parse
//==================
//
// server to client
//
# define svc_bad 0
# define svc_nop 1
# define svc_disconnect 2
# define svc_updatestat 3 // [byte] [long]
# define svc_version 4 // [long] server version
# define svc_setview 5 // [short] entity number
# define svc_sound 6 // <see code>
# define svc_time 7 // [float] server time
# define svc_print 8 // [string] null terminated string
# define svc_stufftext 9 // [string] stuffed into client's console buffer
// the string should be \n terminated
# define svc_setangle 10 // [angle3] set the view angle to this absolute value
# define svc_serverinfo 11 // [long] version
// [string] signon string
// [string]..[0]model cache
// [string]...[0]sounds cache
# define svc_lightstyle 12 // [byte] [string]
# define svc_updatename 13 // [byte] [string]
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# define svc_updatepoints 14 // [byte] [short]
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# define svc_clientdata 15 // <shortbits + data>
# define svc_stopsound 16 // <see code>
# define svc_updatecolors 17 // [byte] [byte]
# define svc_particle 18 // [vec3] <variable>
# define svc_damage 19
# define svc_spawnstatic 20
// svc_spawnbinary 21
# define svc_spawnbaseline 22
# define svc_temp_entity 23
# define svc_setpause 24 // [byte] on / off
# define svc_signonnum 25 // [byte] used for the signon sequence
# define svc_centerprint 26 // [string] to put in center of the screen
# define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
# define svc_intermission 30 // [string] music
# define svc_finale 31 // [string] music [string] text
# define svc_cdtrack 32 // [byte] track [byte] looptrack
# define svc_sellscreen 33
# define svc_cutscene 34
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# define svc_weaponfire 35
# define svc_hitmark 36
# define svc_skybox 37 // [string] skyname
# define svc_useprint 38 // [string] to put in center of the screen
# define svc_updatekills 39 // [string] to put in center of the screen
# define svc_limbupdate 40
# define svc_fog 41 // [byte] start [byte] end [byte] red [byte] green [byte] blue [float] time
# define svc_bspdecal 42 // [string] name [byte] decal_size [coords] pos
# define svc_achievement 43 // [string] name [byte] decal_size [coords] pos
# define svc_songegg 44 // [string] track name
# define svc_maxammo 45
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# define svc_pulse 46
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# define svc_bettyprompt 47
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# define svc_playername 48
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# define svc_doubletap 49
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# define svc_screenflash 50 // [byte] color [byte] duration [byte] type
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# define svc_lockviewmodel 51
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# define svc_rumble 52 // [short] low frequency [short] high frequency [short] duration (ms)
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//
// client to server
//
# define clc_bad 0
# define clc_nop 1
# define clc_disconnect 2
# define clc_move 3 // [usercmd_t]
# define clc_stringcmd 4 // [string] message
//
// temp entity events
//
# define TE_SPIKE 0
# define TE_SUPERSPIKE 1
# define TE_GUNSHOT 2
# define TE_EXPLOSION 3
# define TE_TAREXPLOSION 4
# define TE_LIGHTNING1 5
# define TE_LIGHTNING2 6
# define TE_WIZSPIKE 7
# define TE_KNIGHTSPIKE 8
# define TE_LIGHTNING3 9
# define TE_LAVASPLASH 10
# define TE_TELEPORT 11
# define TE_EXPLOSION2 12
// PGM 01/21/97
# define TE_BEAM 13
// PGM 01/21/97
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# define TE_RAYSPLASHGREEN 14
# define TE_RAYSPLASHRED 15