fteqw/engine/common/protocol.h

1743 lines
57 KiB
C

/*
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 PEXT_SETVIEW 0x00000001
#define PEXT_SCALE 0x00000002
#define PEXT_LIGHTSTYLECOL 0x00000004
#define PEXT_TRANS 0x00000008
#ifdef SIDEVIEWS
#define PEXT_VIEW2 0x00000010
#endif
//#define PEXT_BULLETENS 0x00000020 //obsolete
#define PEXT_ACCURATETIMINGS 0x00000040
#define PEXT_SOUNDDBL 0x00000080 //revised startsound protocol
#define PEXT_FATNESS 0x00000100 //GL only (or servers)
#define PEXT_HLBSP 0x00000200
#define PEXT_TE_BULLET 0x00000400
#define PEXT_HULLSIZE 0x00000800
#define PEXT_MODELDBL 0x00001000
#define PEXT_ENTITYDBL 0x00002000 //max of 1024 ents instead of 512
#define PEXT_ENTITYDBL2 0x00004000 //max of 1024 ents instead of 512
#define PEXT_FLOATCOORDS 0x00008000 //supports floating point origins.
//#define PEXT_VWEAP 0x00010000 //cause an extra qbyte to be sent, and an extra list of models for vweaps.
#ifdef Q2BSPS
#define PEXT_Q2BSP 0x00020000
#endif
#ifdef Q3BSPS
#define PEXT_Q3BSP 0x00040000
#endif
#define PEXT_COLOURMOD 0x00080000 //this replaces an older value which would rarly have caried any actual data.
#define PEXT_SPLITSCREEN 0x00100000
#define PEXT_HEXEN2 0x00200000 //more stats and working particle builtin.
#define PEXT_SPAWNSTATIC2 0x00400000 //Sends an entity delta instead of a baseline.
#define PEXT_CUSTOMTEMPEFFECTS 0x00800000 //supports custom temp ents.
#define PEXT_256PACKETENTITIES 0x01000000 //Client can recieve 256 packet entities.
//#define PEXT_NEVERUSED 0x02000000 //reserved for a future multicastmask
#define PEXT_SHOWPIC 0x04000000
#define PEXT_SETATTACHMENT 0x08000000 //md3 tags (needs networking, they need to lerp).
//#define PEXT_NEVERUSED 0x10000000 //reserved for a future multicastmask
#define PEXT_CHUNKEDDOWNLOADS 0x20000000 //alternate file download method. Hopefully it'll give quadroupled download speed, especially on higher pings.
#ifdef CSQC_DAT
#define PEXT_CSQC 0x40000000 //csqc additions
#endif
#define PEXT_DPFLAGS 0x80000000 //extra flags for viewmodel/externalmodel and possible other persistant style flags.
#ifdef CSQC_DAT
#define PEXT_BIGUSERINFOS PEXT_CSQC
#else
#define PEXT_BIGUSERINFOS 0xffffffff
#endif
#define PEXT2_PRYDONCURSOR 0x00000001
#define PEXT2_VOICECHAT 0x00000002
#define PEXT2_SETANGLEDELTA 0x00000004
#define PEXT2_REPLACEMENTDELTAS 0x00000008 //weaponframe was part of the entity state. that flag is now the player's v_angle.
#define PEXT2_MAXPLAYERS 0x00000010 //Client is able to cope with more players than 32. abs max becomes 255, due to colormap issues.
#define PEXT2_PREDINFO 0x00000020 //movevar stats, NQ input sequences+acks.
#define PEXT2_NEWSIZEENCODING 0x00000040 //richer size encoding.
//ZQuake transparent protocol extensions.
#define Z_EXT_PM_TYPE (1<<0) // basic PM_TYPE functionality (reliable jump_held)
#define Z_EXT_PM_TYPE_NEW (1<<1) // adds PM_FLY, PM_SPECTATOR
#define Z_EXT_VIEWHEIGHT (1<<2) // STAT_VIEWHEIGHT
#define Z_EXT_SERVERTIME (1<<3) // STAT_TIME
#define Z_EXT_PITCHLIMITS (1<<4) // serverinfo maxpitch & minpitch
#define Z_EXT_JOIN_OBSERVE (1<<5) // server: "join" and "observe" commands are supported
// client: on-the-fly spectator <-> player switching supported
//#define Z_EXT_PF_ONGROUND (1<<6) // server: PF_ONGROUND is valid for all svc_playerinfo
#define Z_EXT_VWEP (1<<7)
//#define Z_EXT_PF_SOLID (1<<8) //conflicts with many FTE extensions.
#ifdef QUAKESTATS
#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|Z_EXT_VWEP)
#else
#define SUPPORTED_Z_EXTENSIONS (Z_EXT_PM_TYPE|Z_EXT_PM_TYPE_NEW|Z_EXT_PITCHLIMITS|Z_EXT_JOIN_OBSERVE|Z_EXT_VWEP)
#endif
#define PROTOCOL_VERSION_VARLENGTH (('v'<<0) + ('l'<<8) + ('e'<<16) + ('n' << 24)) //variable length handshake
#define PROTOCOL_VERSION_FTE (('F'<<0) + ('T'<<8) + ('E'<<16) + ('X' << 24)) //fte extensions.
#define PROTOCOL_VERSION_FTE2 (('F'<<0) + ('T'<<8) + ('E'<<16) + ('2' << 24)) //fte extensions.
#define PROTOCOL_VERSION_HUFFMAN (('H'<<0) + ('U'<<8) + ('F'<<16) + ('F' << 24)) //packet compression
#define PROTOCOL_VERSION_FRAGMENT (('F'<<0) + ('R'<<8) + ('A'<<16) + ('G' << 24)) //supports fragmentation/packets larger than 1450
#ifdef HAVE_DTLS
#define PROTOCOL_VERSION_DTLSUPGRADE (('D'<<0) + ('T'<<8) + ('L'<<16) + ('S' << 24)) //server supports dtls. clients should dtlsconnect THEN continue connecting (also allows dtls rcon!).
#endif
#define PROTOCOL_INFO_GUID (('G'<<0) + ('U'<<8) + ('I'<<16) + ('D' << 24)) //globally 'unique' client id info.
#define PROTOCOL_VERSION_QW 28
#define PROTOCOL_VERSION_Q2_DEMO_MIN 26 //we can parse this server
#define PROTOCOL_VERSION_Q2_MIN 31 //we can join these outdated servers
#define PROTOCOL_VERSION_Q2 34 //we host this
#define PROTOCOL_VERSION_R1Q2 35
#define PROTOCOL_VERSION_Q2PRO 36
#define PROTOCOL_VERSION_Q2_DEMO_MAX PROTOCOL_VERSION_Q2PRO
//=========================================
#define PORT_NQSERVER 26000
#define PORT_QWCLIENT 27001
#define PORT_QWMASTER 27000
#define PORT_QWSERVER 27500
#define PORT_Q2CLIENT 27901
#define PORT_Q2SERVER 27910
#define PORT_Q3SERVER 27960
//hexen2: 26900
//=========================================
// out of band message id bytes
// M = master, S = server, C = client, A = any
// the second character will always be \n if the message isn't a single
// qbyte long (?? not true anymore?)
#define S2C_CHALLENGE 'c'
#define S2C_CONNECTION 'j'
#define A2A_PING 'k' // respond with an A2A_ACK
#define A2A_ACK 'l' // general acknowledgement without info
#define A2A_NACK 'm' // [+ comment] general failure
#define A2A_ECHO 'e' // for echoing
#define A2C_PRINT 'n' // print a message on client
#define S2M_HEARTBEAT 'a' // + serverinfo + userlist + fraglist
#define A2C_CLIENT_COMMAND 'B' // + command line
#define S2M_SHUTDOWN 'C'
#define C2M_MASTER_REQUEST 'c'
#define M2C_MASTER_REPLY 'd' // + \n + qw server port list
//==================
// 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 svcqw_updatestatbyte 3 // [qbyte] [qbyte]
#define svcnq_updatestatlong 3 // [qbyte] [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 // [qbyte] id [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_serverdata 11 // [long] protocol ...
#define svc_lightstyle 12 // [qbyte] [string]
#define svc_updatename 13 // [qbyte] [string]
#define svc_updatefrags 14 // [qbyte] [short]
#define svcnq_clientdata 15 // <shortbits + data>
#define svc_stopsound 16 // <see code>
#define svc_updatecolors 17 // [qbyte] [qbyte] [qbyte]
#define svc_particle 18 // [vec3] <variable>
#define svc_damage 19
#define svc_spawnstatic 20
#define svcfte_spawnstatic2 21
#define svc_spawnbaseline 22
#define svc_temp_entity 23 // variable
#define svc_setpause 24 // [qbyte] on / off
#define svc_signonnum 25 // [qbyte] used for the signon sequence
#define svc_centerprint 26 // [string] to put in center of the screen
#define svc_killedmonster 27
#define svc_foundsecret 28
#define svc_spawnstaticsound 29 // [coord3] [qbyte] samp [qbyte] vol [qbyte] aten
#define svc_intermission 30 // [vec3_t] origin [vec3_t] angle
#define svc_finale 31 // [string] text
#define svc_cdtrack 32 // [qbyte] track
#define svc_sellscreen 33
#define svc_cutscene 34 //hmm... nq only... added after qw tree splitt?
//QW svcs
#define svc_smallkick 34 // set client punchangle to 2
#define svc_bigkick 35 // set client punchangle to 4
#define svc_updateping 36 // [qbyte] [short]
#define svc_updateentertime 37 // [qbyte] [float]
#define svcqw_updatestatlong 38 // [qbyte] [long]
#define svc_muzzleflash 39 // [short] entity
#define svc_updateuserinfo 40 // [qbyte] slot [long] uid [string] userinfo
#define svc_download 41 // [short] size [size bytes]
#define svc_playerinfo 42 // variable
#define svc_nails 43 // [qbyte] num [48 bits] xyzpy 12 12 12 4 8
#define svc_chokecount 44 // [qbyte] packets choked
#define svc_modellist 45 // [strings]
#define svc_soundlist 46 // [strings]
#define svc_packetentities 47 // [...]
#define svc_deltapacketentities 48 // [...]
#define svc_maxspeed 49 // maxspeed change, for prediction
#define svc_entgravity 50 // gravity change, for prediction
#define svc_setinfo 51 // setinfo on a client
#define svc_serverinfo 52 // serverinfo
#define svc_updatepl 53 // [qbyte] [qbyte]
//mvdsv extended svcs (for mvd playback)
#define svc_nails2 54 //qwe - [qbyte] num [52 bits] nxyzpy 8 12 12 12 4 8
//FTE extended svcs
#ifdef PEXT_SOUNDDBL
#define svcfte_soundextended 55
#define svcfte_soundlistshort 56
#endif
#ifdef PEXT_LIGHTSTYLECOL
#define svcfte_lightstylecol 57
#endif
//#define svcfte_svcremoved 58
//#define svcfte_svcremoved 59
#ifdef PEXT_MODELDBL
#define svcfte_modellistshort 60 // [strings]
#endif
//#define svc_ftesetclientpersist 61 //ushort DATA
#define svc_setportalstate 62
#define svcfte_particle2 63
#define svcfte_particle3 64
#define svcfte_particle4 65
#define svcfte_spawnbaseline2 66
#define svcfte_customtempent 67
#define svcfte_choosesplitclient 68
#define svcfte_showpic 69
#define svcfte_hidepic 70
#define svcfte_movepic 71
#define svcfte_updatepic 72
//73
#define svcfte_effect 74 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
#define svcfte_effect2 75 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
#ifdef PEXT_CSQC
#define svcfte_csqcentities 76 //entity lump for csqc
#endif
#define svcfte_precache 77
#define svcfte_updatestatstring 78
#define svcfte_updatestatfloat 79
#define svcfte_trailparticles 80 // [short] entnum [short] effectnum [vector] start [vector] end
#define svcfte_pointparticles 81 // [short] effectnum [vector] start [vector] velocity [short] count
#define svcfte_pointparticles1 82 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
#define svcfte_cgamepacket 83
#define svcfte_voicechat 84
#define svcfte_setangledelta 85 // [angle3] add this to the current viewangles
#define svcfte_updateentities 86
#define svcfte_brushedit 87 // networked brush editing, paired with clcfte_brushedit.
#define svcfte_updateseats 88 // byte count, byte playernum[count]
//fitz svcs
#define svcfitz_skybox 37
#define svcfitz_bf 40
#define svcfitz_fog 41
#define svcfitz_spawnbaseline2 42
#define svcfitz_spawnstatic2 43
#define svcfitz_spawnstaticsound2 44
//DP extended svcs
#define svcdp_downloaddata 50
#define svcdp_updatestatbyte 51
#define svcnq_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
#define svcnq_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
#define svcdp_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex
#define svcdp_spawnbaseline2 55
#define svcdp_spawnstatic2 56
#define svcdp_entities 57
#define svcdp_csqcentities 58
#define svcdp_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
#define svcdp_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
#define svcdp_pointparticles 61 // [short] effectnum [vector] start [vector] velocity [short] count
#define svcdp_pointparticles1 62 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
#define svc_invalid 256
enum clustercmdops_e
{
ccmd_bad = 0, //abort!
ccmd_stuffcmd = 1, //regular ol stuffcmd
//string concommand
ccmd_print = 2,
//string message
ccmd_acceptserver,
//serverid
ccmd_lostplayer, //player dropped/timed out
//long plid
ccmd_takeplayer, //master->server, saying to allocate a slot for a player.
//long plid
//long fromsvid (0=no reply needed)
//byte statcount
//float stats[statcount]
ccmd_transferplayer, //server->master, asking to move them to a new server.
//long plid
//string map
//byte ipv4=0, ipv6=1
//byte statcount
//float stats[statcount]
ccmd_transferedplayer, //master->server, saying the transfer was completed. original server no longer owns the player.
//long toserver,
//long playerid
ccmd_tookplayer, //server->master->server, saying that a player was taken.
//long svid (this is always the *other* server)
//long plid
//string addr (this is the client's address when sent to the master, and the server's address that took the message in the message to the source server)
ccmd_transferabort, //server->master->server, saying that a player was rejected.
//long plid
//long fromsvid
//string server
ccmd_saveplayer, //server->master, saves a player's stats.
//long plid
//byte statcount
//float stats[statcount]
ccmd_serveraddress, //server->master, contains a few net addresses
//string addresses[]
//byte 0
ccmd_stringcmd,
//string dest (black = broadcast to all)
//string source (player name)
//string cmd (type of event, handled by receiving server/forwarded to client)
//string msg (extra info, like the typed text)
};
enum svcq2_ops_e
{
svcq2_bad, //0
// these ops are known to the game dll
svcq2_muzzleflash, //1
svcq2_muzzleflash2, //2
svcq2_temp_entity, //3
svcq2_layout, //4
svcq2_inventory, //5
// the rest are private to the client and server
svcq2_nop, //6
svcq2_disconnect, //7
svcq2_reconnect, //8
svcq2_sound, //9 // <see code>
svcq2_print, //10 // [qbyte] id [string] null terminated string
svcq2_stufftext, //11 // [string] stuffed into client's console buffer, should be \n terminated
svcq2_serverdata, //12 // [long] protocol ...
svcq2_configstring, //13 // [short] [string]
svcq2_spawnbaseline,//14
svcq2_centerprint, //15 // [string] to put in center of the screen
svcq2_download, //16 // [short] size [size bytes]
svcq2_playerinfo, //17 // variable
svcq2_packetentities,//18 // [...]
svcq2_deltapacketentities,//19 // [...]
svcq2_frame, //20 (the bastard to implement.)
svcr1q2_zpacket = 21,
svcr1q2_zdownload = 22,
svcr1q2_playerupdate = 23,
svcr1q2_setting = 24,
svcq2pro_gamestate = 23,
svcq2pro_setting = 24,
};
enum clcq2_ops_e
{
clcq2_bad = 0,
clcq2_nop = 1,
clcq2_move = 2, // [[usercmd_t]
clcq2_userinfo = 3, // [[userinfo string]
clcq2_stringcmd = 4, // [string] message
clcr1q2_setting = 5, // [setting][value] R1Q2 settings support.
clcr1q2_multimoves = 6, // for crappy clients that can't lerp
//fte-extended
clcq2_voicechat = 31
};
enum {
R1Q2_CLSET_NOGUN = 0,
R1Q2_CLSET_NOBLEND = 1,
R1Q2_CLSET_RECORDING = 2,
R1Q2_CLSET_PLAYERUPDATES = 3,
R1Q2_CLSET_FPS = 4
};
enum {
R1Q2_SVSET_PLAYERUPDATES = 0,
R1Q2_SVSET_FPS = 1
};
//==============================================
//
// client to server
//
#define clc_bad 0
#define clc_nop 1
#define clc_disconnect 2 //nq only
#define clc_move 3 // [[usercmd_t]
#define clc_stringcmd 4 // [string] message
#define clc_delta 5 // [qbyte] sequence number, requests delta compression of message
#define clc_tmove 6 // teleport request, spectator only
#define clc_upload 7 //
#define clcdp_ackframe 50
#define clcdp_ackdownloaddata 51
#define clcfte_qcrequest 81
#define clcfte_prydoncursor 82
#define clcfte_voicechat 83
#define clcfte_brushedit 84
//==============================================
#define DLERR_FILENOTFOUND -1 //server cannot serve the file
#define DLERR_PERMISSIONS -2 //server refuses to serve the file
#define DLERR_UNKNOWN -3 //server bugged out while trying to serve the request
#define DLERR_REDIRECTFILE -4 //client should download the specified file instead.
#define DLERR_REDIRECTPACK -5 //client should download the specified package instead.
#define DLERR_PACKAGE -6 //not networked. packages require special file access.
//these flags are sent as part of the svc_precache index, for any-time precaches. using the upper two bits means we still have 16k available models/sounds/etc
#define PC_TYPE 0xc000
#define PC_MODEL 0x0000
#define PC_SOUND 0x8000
#define PC_PARTICLE 0x4000
#define PC_UNUSED 0xc000
#define GAME_COOP 0
#define GAME_DEATHMATCH 1
// playerinfo flags from server
// playerinfo always sends: playernum, flags, origin[] and framenumber
#define PF_MSEC (1<<0) //msecs says how long the player command was sitting on the server before it was sent back to the client
#define PF_COMMAND (1<<1) //angles and movement values for other players (no msec or impulse)
#define PF_VELOCITY1 (1<<2)
#define PF_VELOCITY2 (1<<3)
#define PF_VELOCITY3 (1<<4)
#define PF_MODEL (1<<5)
#define PF_SKINNUM (1<<6)
#define PF_EFFECTS (1<<7)
#define PF_WEAPONFRAME (1<<8) // only sent for view player
#define PF_DEAD (1<<9) // don't block movement any more
#define PF_GIB (1<<10) // offset the view height differently
//ZQuake.
#define PF_PMC_MASK ((1<<11) +\
(1<<12) +\
(1<<13))
#ifdef PEXT_HULLSIZE
#define PF_HULLSIZE_Z (1<<14)
#endif
#define PF_EXTRA_PFS (1<<15)
#ifdef PEXT_SCALE
#define PF_SCALE (1<<16)
#endif
#ifdef PEXT_TRANS
#define PF_TRANS (1<<17)
#endif
#ifdef PEXT_FATNESS
#define PF_FATNESS (1<<18)
#endif
#define PF_COLOURMOD (1<<19)
//note that if you add any more, you may need to change the check in the client so more can be parsed
#define PF_PMC_SHIFT 11
// player move types
#define PMC_NORMAL 0 // normal ground movement
#define PMC_NORMAL_JUMP_HELD 1 // normal ground novement + jump_held
#define PMC_OLD_SPECTATOR 2 // fly through walls (QW compatibility mode)
#define PMC_SPECTATOR 3 // fly through walls
#define PMC_FLY 4 // fly, bump into walls
#define PMC_NONE 5 // can't move (client had better lerp the origin...)
#define PMC_FREEZE 6 // TODO: lerp movement and viewangles
#define PMC_WALLWALK 7 // future extension
//any more will require a different protocol message.
//==============================================
// if the high bit of the client to server qbyte is set, the low bits are
// client move cmd bits
// ms and angle2 are always sent, the others are optional
#define CM_ANGLE1 (1<<0)
#define CM_ANGLE3 (1<<1)
#define CM_FORWARD (1<<2)
#define CM_SIDE (1<<3)
#define CM_UP (1<<4)
#define CM_BUTTONS (1<<5)
#define CM_IMPULSE (1<<6)
#define CM_ANGLE2 (1<<7)
//sigh...
#define Q2CM_ANGLE1 (1<<0)
#define Q2CM_ANGLE2 (1<<1)
#define Q2CM_ANGLE3 (1<<2)
#define Q2CM_FORWARD (1<<3)
#define Q2CM_SIDE (1<<4)
#define Q2CM_UP (1<<5)
#define Q2CM_BUTTONS (1<<6)
#define Q2CM_IMPULSE (1<<7)
#define R1Q2_BUTTON_BYTE_FORWARD 4
#define R1Q2_BUTTON_BYTE_SIDE 8
#define R1Q2_BUTTON_BYTE_UP 16
#define R1Q2_BUTTON_BYTE_ANGLE1 32
#define R1Q2_BUTTON_BYTE_ANGLE2 64
//==============================================
// the first 16 bits of a packetentities update holds 9 bits
// of entity number and 7 bits of flags
#define U_UNUSABLE (1<<8)
#define U_ORIGIN1 (1<<9)
#define U_ORIGIN2 (1<<10)
#define U_ORIGIN3 (1<<11)
#define U_ANGLE2 (1<<12)
#define U_FRAME (1<<13)
#define U_REMOVE (1<<14) // REMOVE this entity, don't add it
#define U_MOREBITS (1<<15)
// if MOREBITS is set, these additional flags are read in next
#define U_ANGLE1 (1<<0)
#define U_ANGLE3 (1<<1)
#define U_MODEL (1<<2)
#define U_COLORMAP (1<<3)
#define U_SKIN (1<<4)
#define U_EFFECTS (1<<5)
#define U_SOLID (1<<6) // the entity should be solid for prediction
#ifdef PROTOCOLEXTENSIONS
#define U_EVENMORE (1<<7) //extension info follows
//fte extensions
//EVENMORE flags
#ifdef PEXT_SCALE
#define U_SCALE (1<<0) //scaler of alias models
#endif
#ifdef PEXT_TRANS
#define U_TRANS (1<<1) //transparency value
#endif
#ifdef PEXT_FATNESS
#define U_FATNESS (1<<2) //qbyte describing how fat an alias model should be. (moves verticies along normals). Useful for vacuum chambers...
#endif
#ifdef PEXT_MODELDBL
#define U_MODELDBL (1<<3) //extra bit for modelindexes
#endif
#define U_UNUSED1 (1<<4)
//FIXME: IMPLEMENT
#ifdef PEXT_ENTITYDBL
#define U_ENTITYDBL (1<<5) //use an extra qbyte for origin parts, cos one of them is off
#endif
#ifdef PEXT_ENTITYDBL2
#define U_ENTITYDBL2 (1<<6) //use an extra qbyte for origin parts, cos one of them is off
#endif
#define U_YETMORE (1<<7) //even more extension info stuff.
#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_COLOURMOD (1<<10) //rgb
#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
//FTE Replacement Deltas
//first byte contains the stuff that's most likely to change constantly
#define UF_FRAME (1u<<0)
#define UF_ORIGINXY (1u<<1)
#define UF_ORIGINZ (1u<<2)
#define UF_ANGLESXZ (1u<<3)
#define UF_ANGLESY (1u<<4)
#define UF_EFFECTS (1u<<5)
#define UF_PREDINFO (1u<<6) /*ent is predicted, probably a player*/
#define UF_EXTEND1 (1u<<7)
/*stuff which is common on ent spawning*/
#define UF_RESET (1u<<8)
#define UF_16BIT (1u<<9) /*within this update, frame/skin/model is 16bit, not part of the deltaing itself*/
#define UF_MODEL (1u<<10)
#define UF_SKIN (1u<<11)
#define UF_COLORMAP (1u<<12)
#define UF_SOLID (1u<<13)
#define UF_FLAGS (1u<<14)
#define UF_EXTEND2 (1u<<15)
/*the rest is optional extensions*/
#define UF_ALPHA (1u<<16)
#define UF_SCALE (1u<<17)
#define UF_BONEDATA (1u<<18)
#define UF_DRAWFLAGS (1u<<19)
#define UF_TAGINFO (1u<<20)
#define UF_LIGHT (1u<<21)
#define UF_TRAILEFFECT (1u<<22)
#define UF_EXTEND3 (1u<<23)
#define UF_COLORMOD (1u<<24)
#define UF_GLOW (1u<<25)
#define UF_FATNESS (1u<<26)
#define UF_MODELINDEX2 (1u<<27)
#define UF_GRAVITYDIR (1u<<28)
#define UF_EFFECTS2 (1u<<29)
#define UF_UNUSED2 (1u<<30)
#define UF_UNUSED1 (1u<<31)
/*these flags are generally not deltaed as they're changing constantly*/
#define UFP_FORWARD (1u<<0)
#define UFP_SIDE (1u<<1)
#define UFP_UP (1u<<2)
#define UFP_MOVETYPE (1u<<3) /*deltaed*/
#define UFP_VELOCITYXY (1u<<4)
#define UFP_VELOCITYZ (1u<<5)
#define UFP_MSEC (1u<<6)
#define UFP_WEAPONFRAME_OLD (1u<<7) //no longer used. just a stat now that I rewrote stat deltas.
#define UFP_VIEWANGLE (1u<<7)
#define UF_REMOVE UF_16BIT /*special flag, slightly more compact (we can reuse the 16bit flag as its not important)*/
#ifdef NQPROT
//NQ svc_clientdata stat updates.
#define SU_VIEWHEIGHT (1<<0)
#define SU_IDEALPITCH (1<<1)
#define SU_PUNCH1 (1<<2)
#define SU_PUNCH2 (1<<3)
#define SU_PUNCH3 (1<<4)
#define SU_VELOCITY1 (1<<5)
#define SU_VELOCITY2 (1<<6)
#define SU_VELOCITY3 (1<<7)
//define SU_AIMENT (1<<8) AVAILABLE BIT
#define SU_ITEMS (1<<9)
#define SU_ONGROUND (1<<10) // no data follows, the bit is it
#define SU_INWATER (1<<11) // no data follows, the bit is it
#define SU_WEAPONFRAME (1<<12)
#define SU_ARMOR (1<<13)
#define SU_WEAPONMODEL (1<<14)
#define SU_EXTEND1 (1<<15)
#define FITZSU_WEAPONMODEL2 (1<<16) // 1 byte, this is .weaponmodel & 0xFF00 (second byte)
#define FITZSU_ARMOR2 (1<<17) // 1 byte, this is .armorvalue & 0xFF00 (second byte)
#define FITZSU_AMMO2 (1<<18) // 1 byte, this is .currentammo & 0xFF00 (second byte)
#define FITZSU_SHELLS2 (1<<19) // 1 byte, this is .ammo_shells & 0xFF00 (second byte)
#define FITZSU_NAILS2 (1<<20) // 1 byte, this is .ammo_nails & 0xFF00 (second byte)
#define FITZSU_ROCKETS2 (1<<21) // 1 byte, this is .ammo_rockets & 0xFF00 (second byte)
#define FITZSU_CELLS2 (1<<22) // 1 byte, this is .ammo_cells & 0xFF00 (second byte)
#define SU_EXTEND2 (1<<23) // another byte to follow
#define FITZSU_WEAPONFRAME2 (1<<24) // 1 byte, this is .weaponframe & 0xFF00 (second byte)
#define FITZSU_WEAPONALPHA (1<<25) // 1 byte, this is alpha for weaponmodel, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
#define FITZSU_UNUSED26 (1<<26)
#define FITZSU_UNUSED27 (1<<27)
#define FITZSU_UNUSED28 (1<<28)
#define FITZSU_UNUSED29 (1<<29)
#define FITZSU_UNUSED30 (1<<30)
#define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
// first extend byte
#define DPSU_PUNCHVEC1 (1<<16)
#define DPSU_PUNCHVEC2 (1<<17)
#define DPSU_PUNCHVEC3 (1<<18)
#define DPSU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
#define DPSU_UNUSED20 (1<<20)
#define DPSU_UNUSED21 (1<<21)
#define DPSU_UNUSED22 (1<<22)
// second extend byte
#define DPSU_UNUSED24 (1<<24)
#define DPSU_UNUSED25 (1<<25)
#define DPSU_UNUSED26 (1<<26)
#define DPSU_UNUSED27 (1<<27)
#define DPSU_UNUSED28 (1<<28)
#define DPSU_UNUSED29 (1<<29)
#define DPSU_UNUSED30 (1<<30)
//NQ fast updates
#define NQU_MOREBITS (1<<0)
#define NQU_ORIGIN1 (1<<1)
#define NQU_ORIGIN2 (1<<2)
#define NQU_ORIGIN3 (1<<3)
#define NQU_ANGLE2 (1<<4)
#define NQU_NOLERP (1<<5) // don't interpolate movement
#define NQU_FRAME (1<<6)
#define NQU_SIGNAL (1<<7) // just differentiates from other updates
// svc_update can pass all of the fast update bits, plus more
#define NQU_ANGLE1 (1<<8)
#define NQU_ANGLE3 (1<<9)
#define NQU_MODEL (1<<10)
#define NQU_COLORMAP (1<<11)
#define NQU_SKIN (1<<12)
#define NQU_EFFECTS (1<<13)
#define NQU_LONGENTITY (1<<14)
// LordHavoc's: protocol extension
#define DPU_EXTEND1 (1<<15)
// LordHavoc: first extend byte
#define DPU_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
#define DPU_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
#define DPU_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
#define DPU_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
#define DPU_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
#define DPU_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
// LordHavoc: colormod feature has been removed, because no one used it
#define DPU_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
#define DPU_EXTEND2 (1<<23) // another byte to follow
// LordHavoc: second extend byte
#define DPU_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
#define DPU_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
#define DPU_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
#define DPU_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
#define DPU_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
#define DPU_UNUSED29 (1<<29) // future expansion
#define DPU_UNUSED30 (1<<30) // future expansion
#define DPU_EXTEND3 (1<<31) // another byte to follow, future expansion
#define FITZU_ALPHA (1<<16)
#define FITZU_FRAME2 (1<<17)
#define FITZU_MODEL2 (1<<18)
#define FITZU_LERPFINISH (1<<19)
#define RMQU_SCALE (1<<20)
#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 Q2UX_ANGLE16 (1<<13)
#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)
#define Q2UX_INDEX16 (1<<28) //model or sound is 16bit
#define Q2UX_UNUSED3 (1<<29)
#define Q2UX_UNUSED2 (1<<30)
#define Q2UX_UNUSED1 (1<<31)
#define Q2UX_UNUSED (Q2UX_UNUSED1|Q2UX_UNUSED2|Q2UX_UNUSED3|Q2UX_UNUSED4)
//==============================================
//obsolete demo players info
#define DF_ORIGINX (1u<<0)
#define DF_ORIGINY (1u<<1)
#define DF_ORIGINZ (1u<<2)
#define DF_ORIGINALL (DF_ORIGINX|DF_ORIGINY|DF_ORIGINZ)
#define DF_ANGLEX (1u<<3)
#define DF_ANGLEY (1u<<4)
#define DF_ANGLEZ (1u<<5)
#define DF_ANGLESALL (DF_ANGLEX|DF_ANGLEY|DF_ANGLEZ)
#define DF_EFFECTS (1u<<6)
#define DF_SKINNUM (1u<<7)
#define DF_DEAD (1u<<8)
#define DF_GIB (1u<<9)
#define DF_WEAPONFRAME (1u<<10)
#define DF_MODEL (1u<<11)
#define DF_RESET (DF_ORIGINALL|DF_ANGLESALL|DF_EFFECTS|DF_SKINNUM|DF_WEAPONFRAME|DF_MODEL)
//==============================================
// a sound with no channel is a local only sound
// the sound field has bits 0-2: channel, 3-12: entity, 13: unused, 14-15: flags
#define QWSND_VOLUME (1<<15) // a qbyte
#define QWSND_ATTENUATION (1<<14) // a qbyte
#define NQSND_VOLUME (1<<0) // a qbyte
#define NQSND_ATTENUATION (1<<1) // a qbyte
//#define DPSND_LOOPING (1<<2) // a long, supposedly
#define FTESND_MOREFLAGS (1<<2) // actually, chan flags
#define NQSND_LARGEENTITY (1<<3) //both dp+fitz
#define NQSND_LARGESOUND (1<<4) //both dp+fitz
#define DPSND_SPEEDUSHORT4000 (1<<5) // ushort speed*4000 (speed is usually 1.0, a value of 0.0 is the same as 1.0)
#define FTESND_TIMEOFS (1<<6) //signed short, in milliseconds.
#define FTESND_PITCHADJ (1<<7) //a byte (speed percent (0=100%))
//more flags are weird.
#define FTESND_VELOCITY (CF_RELIABLE<<8) //borrowed.
#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
//baseline flags
#define FITZ_B_LARGEMODEL (1<<0)
#define FITZ_B_LARGEFRAME (1<<1)
#define FITZ_B_ALPHA (1<<2)
#define RMQFITZ_B_SCALE (1<<3)
#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, //qw has count byte, nq does not
TE_EXPLOSION = 3, //remapped to TEQW_EXPLOSIONNOSPRITE for nq.
TE_TAREXPLOSION = 4,
TE_LIGHTNING1 = 5,
TE_LIGHTNING2 = 6,
TE_WIZSPIKE = 7,
TE_KNIGHTSPIKE = 8,
TE_LIGHTNING3 = 9,
TE_LAVASPLASH = 10,
TE_TELEPORT = 11,
TEQW_BLOOD = 12, //implemented as a particle() in nq
TENQ_EXPLOSION2 = 12, //remapped to TEQW_EXPLOSION2 for qw
TEQW_LIGHTNINGBLOOD = 13, //implemented as a particle() in nq
TENQ_BEAM = 13, //remapped to TEQW_BEAM for qw
#ifdef PEXT_TE_BULLET
TE_BULLET = 14,
TE_SUPERBULLET = 15,
#endif
TENEH_RAILTRAIL = 15, //gah [vector] origin [coord] red [coord] green [coord] blue
TENEH_EXPLOSION3 = 16, //gah [vector] origin [coord] red [coord] green [coord] blue
TE_RAILTRAIL = 17, //use the builtin, luke.
TENEH_LIGHTNING4 = 17, //gah [string] model [entity] entity [vector] start [vector] end
TEQW_BEAM = 18, //use the builtin, luke.
TENEH_SMOKE = 18, //gah [vector] origin [byte] palette
TEQW_EXPLOSION2 = 19, //use the builtin, luke.
TEQW_EXPLOSION_NOSPRITE = 20, //nq-style explosion over qw
TENQ_EXPLOSION_SPRITE = 20, //qw-style explosion over nq
TE_GUNSHOT_NQCOMPAT = 21, //nq has count byte, qw does not
// hexen 2
TEH2_STREAM_LIGHTNING_SMALL = 24,
TEH2_STREAM_CHAIN = 25,
TEH2_STREAM_SUNSTAFF1 = 26,
TEH2_STREAM_SUNSTAFF2 = 27,
TEH2_STREAM_LIGHTNING = 28,
TEH2_STREAM_COLORBEAM = 29,
TEH2_STREAM_ICECHUNKS = 30,
TEH2_STREAM_GAZE = 31,
TEH2_STREAM_FAMINE = 32,
TEH2_PARTICLEEXPLOSION = 33,
TEDP_BLOOD = 50,
TEDP_SPARK = 51,
TEDP_BLOODSHOWER = 52,
TEDP_EXPLOSIONRGB = 53,
TEDP_PARTICLECUBE = 54,
TEDP_PARTICLERAIN = 55, // [vector] min [vector] max [vector] dir [short] count [byte] color
TEDP_PARTICLESNOW = 56, // [vector] min [vector] max [vector] dir [short] count [byte] color
TEDP_GUNSHOTQUAD = 57, // [vector] origin
TEDP_SPIKEQUAD = 58, // [vector] origin
TEDP_SUPERSPIKEQUAD = 59, // [vector] origin
TEDP_EXPLOSIONQUAD = 70, // [vector] origin
TEDP_SMALLFLASH = 72, // [vector] origin
TEDP_CUSTOMFLASH = 73,
TEDP_FLAMEJET = 74,
TEDP_PLASMABURN = 75,
TEDP_TEI_G3 = 76,
TEDP_SMOKE = 77,
TEDP_TEI_BIGEXPLOSION = 78,
TEDP_TEI_PLASMAHIT = 79,
};
#define CTE_CUSTOMCOUNT 1
#define CTE_CUSTOMDIRECTION 2
#define CTE_STAINS 4
#define CTE_GLOWS 8
#define CTE_CHANNELFADE 16
#define CTE_CUSTOMVELOCITY 32
#define CTE_PERSISTANT 64
#define CTE_ISBEAM 128
//CTE_ISBEAM && (CTE_CUSTOMVELOCITY||CTE_CUSTOMDIRECTION) = BOX particles.
//FTE's version of TEI_SHOWLMP2. tei's values and coding scheme which makes no sense to anyone but him.
#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
//relative coding where offsets are predictable
#define SL_ORG_TL 20
#define SL_ORG_TR 21
#define SL_ORG_BL 22
#define SL_ORG_BR 23
#define SL_ORG_MM 24
#define SL_ORG_TM 25
#define SL_ORG_BM 26
#define SL_ORG_ML 27
#define SL_ORG_MR 28
/*
==========================================================
ELEMENTS COMMUNICATED ACROSS THE NET
==========================================================
*/
#define MAX_CLIENTS 255 /*max 255, min 32*/
#define QWMAX_CLIENTS 32 /*QW's standard max. clients might have issues above this value*/
#define NQMAX_CLIENTS 16 /*NQ's standard max. clients might have issues above this value*/
#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 int number; // edict index
unsigned int sequence;
unsigned short modelindex;
qbyte inactiveflag;
qbyte bonecount; //for networked bones
unsigned int boneoffset; //offset into the frame (not a pointer, to avoid issues with reallocing extra storage)
// unsigned int eflags; // nolerp, etc
unsigned int effects;
vec3_t origin;
vec3_t angles;
union
{
#if defined(Q2CLIENT) || defined(Q2SERVER)
struct
{
int renderfx; //q2
vec3_t old_origin; //q2/q3
unsigned short modelindex3; //q2
unsigned short modelindex4; //q2
unsigned short sound; //q2
qbyte event; //q2
} q2;
#endif
struct
{
/*info to predict other players, so I don't get yelled at if fte were to stop supporting it*/
qbyte pmovetype;
qbyte msec;
short vangle[3];
short movement[3];
short velocity[3]; // 1/8th
unsigned short weaponframe;
unsigned char gravitydir[2]; //pitch/yaw, no roll
unsigned short traileffectnum;
unsigned short emiteffectnum;
vec3_t predorg;
} q1;
} u;
unsigned short modelindex2; //q2/vweps
unsigned short frame;
unsigned short baseframe;
qbyte basebone;
qbyte pad;
unsigned int skinnum; /*q2 needs 32 bits, which is quite impressive*/
unsigned short colormap;
qbyte glowsize;
qbyte glowcolour;
qbyte scale;
char fatness;
qbyte hexen2flags;
qbyte abslight;
qbyte dpflags;
qbyte colormod[3];//multiply this by 8 to read as 0 to 1...
qbyte glowmod[3];
qbyte trans;
unsigned short light[4];
qbyte lightstyle;
qbyte lightpflags;
unsigned short tagindex;
unsigned int tagentity;
unsigned int solidsize;
#define ES_SOLID_NOT 0
#define ES_SOLID_BSP 31
#define ES_SOLID_HULL1 0x80201810
#define ES_SOLID_HULL2 0x80401820
#define ES_SOLID_HAS_EXTRA_BITS(solid) ((solid&0x0707) || (((solid>>16)-32768+32) & 7))
} entity_state_t;
extern entity_state_t nullentitystate;
#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;
int fixangles[MAX_SPLITS]; //these should not be in here
vec3_t fixedangles[MAX_SPLITS];
vec3_t punchangle[MAX_SPLITS];
vec3_t punchorigin[MAX_SPLITS];
qbyte *bonedata;
size_t bonedatacur;
size_t bonedatamax;
} packet_entities_t;
typedef struct usercmd_s
{
//the first members of this structure MUST match the q2 version
qbyte msec_compat;
qbyte buttons_compat;
short angles[3];
short forwardmove, sidemove, upmove;
qbyte impulse;
qbyte lightlevel;
//freestyle
float msec; //replace msec, but with more precision
int buttons; //replaces buttons, but with more bits.
int weapon; //q3 has a separate weapon field to supplement impulse.
int servertime; //q3 networks the time in order to calculate msecs
float fservertime;//used as part of nq msec calcs
float fclienttime;//not used?
//prydon cursor crap
vec2_t cursor_screen;
vec3_t cursor_start;
vec3_t cursor_impact;
int cursor_entitynumber;
} usercmd_t;
typedef struct q2usercmd_s
{ //visible to gamecode so can't be changed (and the prediction code)
qbyte msec;
qbyte buttons;
short angles[3];
short forwardmove, sidemove, upmove;
qbyte impulse;
qbyte lightlevel;
} q2usercmd_t;
typedef struct q1usercmd_s
{ //as written to qwd demos so can't be changed.
qbyte msec;
vec3_t angles;
short forwardmove, sidemove, upmove;
qbyte buttons;
qbyte impulse;
} q1usercmd_t;
#define SHORT2ANGLE(x) (x) * (360.0/65536)
#define ANGLE2SHORT(x) (x) * (65536/360.0)
//
// 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)
#define Q2PS_EXTRABITS (1<<15)
#define Q2PS_INDEX16 (1<<16)
#define Q2PS_CLIENTNUM (1<<17)
#define Q2PS_UNUSED6 (1<<18)
#define Q2PS_UNUSED5 (1<<19)
#define Q2PS_UNUSED4 (1<<20)
#define Q2PS_UNUSED3 (1<<21)
#define Q2PS_UNUSED2 (1<<22)
#define Q2PS_UNUSED1 (1<<23)
#define Q2PSX_GUNOFFSET (1<<0)
#define Q2PSX_GUNANGLES (1<<1)
#define Q2PSX_M_VELOCITY2 (1<<2)
#define Q2PSX_M_ORIGIN2 (1<<3)
#define Q2PSX_VIEWANGLE2 (1<<4)
#define Q2PSX_STATS (1<<5)
#define Q2PSX_CLIENTNUM (1<<6)
#define Q2PSX_OLD (1<<8) //not part of the protocol, just lazy handling.
// entity_state_t->renderfx flags
#define Q2RF_MINLIGHT (1u<<0) //ni always have some light (viewmodel)
#define RF_EXTERNALMODEL (1u<<1) //i don't draw through eyes, only mirrors
#define RF_WEAPONMODEL (1u<<2) //i only draw through eyes
#define Q2RF_FULLBRIGHT (1u<<3) //i always draw full intensity
#define RF_DEPTHHACK (1u<<4) //i for view weapon Z crunching
#define RF_TRANSLUCENT (1u<<5) //forces shader sort order and BEF_FORCETRANSPARENT
#define Q2RF_FRAMELERP (1u<<6) //q2only
#define Q2RF_BEAM (1u<<7) //mostly q2only
#define Q2RF_CUSTOMSKIN (1u<<8) //not even in q2 skin is an index in image_precache
#define Q2RF_GLOW (1u<<9) //i pulse lighting for bonus items
#define Q2RF_SHELL_RED (1u<<10) //q2only
#define Q2RF_SHELL_GREEN (1u<<11) //q2only
#define Q2RF_SHELL_BLUE (1u<<12) //q2only
//ROGUE
#define Q2RF_IR_VISIBLE (1u<<15) // shows red with Q2RDF_IRGOGGLES
#define Q2RF_SHELL_DOUBLE (1u<<16) //q2only
#define Q2RF_SHELL_HALF_DAM (1u<<17) //q2only
#define Q2RF_USE_DISGUISE (1u<<18) //ni entity is displayed with skin 'players/$MODEL/disguise.pcx' instead
//ROGUE
#define RF_ADDITIVE (1u<<19) //forces shader sort order and BEF_FORCEADDITIVE
#define RF_NOSHADOW (1u<<20) //disables shadow casting
#define RF_NODEPTHTEST (1u<<21) //forces shader sort order and BEF_FORCENODEPTH
#define RF_FORCECOLOURMOD (1u<<22) //forces BEF_FORCECOLOURMOD
#define RF_WEAPONMODELNOBOB (1u<<23) //
// player_state_t->refdef flags
#define RDF_UNDERWATER (1u<<0) // warp the screen as apropriate (fov trick)
#define RDF_NOWORLDMODEL (1u<<1) // used for player configuration screen
//ROGUE
#define Q2RDF_IRGOGGLES (1u<<2) //ents with Q2RF_IR_VISIBLE show up pure red.
#define Q2RDF_UVGOGGLES (1u<<3) //usused / reserved
//ROGUE
#define RDF_BLOOM (1u<<16)
#define RDF_FISHEYE (1u<<17)
#define RDF_WATERWARP (1u<<18)
#define RDF_CUSTOMPOSTPROC (1u<<19)
#define RDF_ANTIALIAS (1u<<20) //fxaa, or possibly even just fsaa
#define RDF_RENDERSCALE (1u<<21)
#define RDF_ALLPOSTPROC (RDF_BLOOM|RDF_FISHEYE|RDF_WATERWARP|RDF_CUSTOMPOSTPROC|RDF_ANTIALIAS) //these flags require rendering to an fbo for the various different post-processing shaders.
#define Q2SND_VOLUME (1u<<0) // a qbyte
#define Q2SND_ATTENUATION (1u<<1) // a qbyte
#define Q2SND_POS (1u<<2) // three coordinates
#define Q2SND_ENT (1u<<3) // a short 0-2: channel, 3-12: entity
#define Q2SND_OFFSET (1u<<4) // a qbyte, msec offset from frame start
#define Q2SND_LARGEIDX (1u<<5) // idx is a short
#define Q2SND_LARGEPOS (1u<<6) // float coord
#define Q2SND_EXTRABITS (1u<<7) // unused for now, reserved.
#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
#define Q2MZ2_TANK_MACHINEGUN_6 9
#define Q2MZ2_TANK_MACHINEGUN_7 10
#define Q2MZ2_TANK_MACHINEGUN_8 11
#define Q2MZ2_TANK_MACHINEGUN_9 12
#define Q2MZ2_TANK_MACHINEGUN_10 13
#define Q2MZ2_TANK_MACHINEGUN_11 14
#define Q2MZ2_TANK_MACHINEGUN_12 15
#define Q2MZ2_TANK_MACHINEGUN_13 16
#define Q2MZ2_TANK_MACHINEGUN_14 17
#define Q2MZ2_TANK_MACHINEGUN_15 18
#define Q2MZ2_TANK_MACHINEGUN_16 19
#define Q2MZ2_TANK_MACHINEGUN_17 20
#define Q2MZ2_TANK_MACHINEGUN_18 21
#define Q2MZ2_TANK_MACHINEGUN_19 22
#define Q2MZ2_TANK_ROCKET_1 23
#define Q2MZ2_TANK_ROCKET_2 24
#define Q2MZ2_TANK_ROCKET_3 25
#define Q2MZ2_INFANTRY_MACHINEGUN_1 26
#define Q2MZ2_INFANTRY_MACHINEGUN_2 27
#define Q2MZ2_INFANTRY_MACHINEGUN_3 28
#define Q2MZ2_INFANTRY_MACHINEGUN_4 29
#define Q2MZ2_INFANTRY_MACHINEGUN_5 30
#define Q2MZ2_INFANTRY_MACHINEGUN_6 31
#define Q2MZ2_INFANTRY_MACHINEGUN_7 32
#define Q2MZ2_INFANTRY_MACHINEGUN_8 33
#define Q2MZ2_INFANTRY_MACHINEGUN_9 34
#define Q2MZ2_INFANTRY_MACHINEGUN_10 35
#define Q2MZ2_INFANTRY_MACHINEGUN_11 36
#define Q2MZ2_INFANTRY_MACHINEGUN_12 37
#define Q2MZ2_INFANTRY_MACHINEGUN_13 38
#define Q2MZ2_SOLDIER_BLASTER_1 39
#define Q2MZ2_SOLDIER_BLASTER_2 40
#define Q2MZ2_SOLDIER_SHOTGUN_1 41
#define Q2MZ2_SOLDIER_SHOTGUN_2 42
#define Q2MZ2_SOLDIER_MACHINEGUN_1 43
#define Q2MZ2_SOLDIER_MACHINEGUN_2 44
#define Q2MZ2_GUNNER_MACHINEGUN_1 45
#define Q2MZ2_GUNNER_MACHINEGUN_2 46
#define Q2MZ2_GUNNER_MACHINEGUN_3 47
#define Q2MZ2_GUNNER_MACHINEGUN_4 48
#define Q2MZ2_GUNNER_MACHINEGUN_5 49
#define Q2MZ2_GUNNER_MACHINEGUN_6 50
#define Q2MZ2_GUNNER_MACHINEGUN_7 51
#define Q2MZ2_GUNNER_MACHINEGUN_8 52
#define Q2MZ2_GUNNER_GRENADE_1 53
#define Q2MZ2_GUNNER_GRENADE_2 54
#define Q2MZ2_GUNNER_GRENADE_3 55
#define Q2MZ2_GUNNER_GRENADE_4 56
#define Q2MZ2_CHICK_ROCKET_1 57
#define Q2MZ2_FLYER_BLASTER_1 58
#define Q2MZ2_FLYER_BLASTER_2 59
#define Q2MZ2_MEDIC_BLASTER_1 60
#define Q2MZ2_GLADIATOR_RAILGUN_1 61
#define Q2MZ2_HOVER_BLASTER_1 62
#define Q2MZ2_ACTOR_MACHINEGUN_1 63
#define Q2MZ2_SUPERTANK_MACHINEGUN_1 64
#define Q2MZ2_SUPERTANK_MACHINEGUN_2 65
#define Q2MZ2_SUPERTANK_MACHINEGUN_3 66
#define Q2MZ2_SUPERTANK_MACHINEGUN_4 67
#define Q2MZ2_SUPERTANK_MACHINEGUN_5 68
#define Q2MZ2_SUPERTANK_MACHINEGUN_6 69
#define Q2MZ2_SUPERTANK_ROCKET_1 70
#define Q2MZ2_SUPERTANK_ROCKET_2 71
#define Q2MZ2_SUPERTANK_ROCKET_3 72
#define Q2MZ2_BOSS2_MACHINEGUN_L1 73
#define Q2MZ2_BOSS2_MACHINEGUN_L2 74
#define Q2MZ2_BOSS2_MACHINEGUN_L3 75
#define Q2MZ2_BOSS2_MACHINEGUN_L4 76
#define Q2MZ2_BOSS2_MACHINEGUN_L5 77
#define Q2MZ2_BOSS2_ROCKET_1 78
#define Q2MZ2_BOSS2_ROCKET_2 79
#define Q2MZ2_BOSS2_ROCKET_3 80
#define Q2MZ2_BOSS2_ROCKET_4 81
#define Q2MZ2_FLOAT_BLASTER_1 82
#define Q2MZ2_SOLDIER_BLASTER_3 83
#define Q2MZ2_SOLDIER_SHOTGUN_3 84
#define Q2MZ2_SOLDIER_MACHINEGUN_3 85
#define Q2MZ2_SOLDIER_BLASTER_4 86
#define Q2MZ2_SOLDIER_SHOTGUN_4 87
#define Q2MZ2_SOLDIER_MACHINEGUN_4 88
#define Q2MZ2_SOLDIER_BLASTER_5 89
#define Q2MZ2_SOLDIER_SHOTGUN_5 90
#define Q2MZ2_SOLDIER_MACHINEGUN_5 91
#define Q2MZ2_SOLDIER_BLASTER_6 92
#define Q2MZ2_SOLDIER_SHOTGUN_6 93
#define Q2MZ2_SOLDIER_MACHINEGUN_6 94
#define Q2MZ2_SOLDIER_BLASTER_7 95
#define Q2MZ2_SOLDIER_SHOTGUN_7 96
#define Q2MZ2_SOLDIER_MACHINEGUN_7 97
#define Q2MZ2_SOLDIER_BLASTER_8 98
#define Q2MZ2_SOLDIER_SHOTGUN_8 99
#define Q2MZ2_SOLDIER_MACHINEGUN_8 100
// --- Xian shit below ---
#define Q2MZ2_MAKRON_BFG 101
#define Q2MZ2_MAKRON_BLASTER_1 102
#define Q2MZ2_MAKRON_BLASTER_2 103
#define Q2MZ2_MAKRON_BLASTER_3 104
#define Q2MZ2_MAKRON_BLASTER_4 105
#define Q2MZ2_MAKRON_BLASTER_5 106
#define Q2MZ2_MAKRON_BLASTER_6 107
#define Q2MZ2_MAKRON_BLASTER_7 108
#define Q2MZ2_MAKRON_BLASTER_8 109
#define Q2MZ2_MAKRON_BLASTER_9 110
#define Q2MZ2_MAKRON_BLASTER_10 111
#define Q2MZ2_MAKRON_BLASTER_11 112
#define Q2MZ2_MAKRON_BLASTER_12 113
#define Q2MZ2_MAKRON_BLASTER_13 114
#define Q2MZ2_MAKRON_BLASTER_14 115
#define Q2MZ2_MAKRON_BLASTER_15 116
#define Q2MZ2_MAKRON_BLASTER_16 117
#define Q2MZ2_MAKRON_BLASTER_17 118
#define Q2MZ2_MAKRON_RAILGUN_1 119
#define Q2MZ2_JORG_MACHINEGUN_L1 120
#define Q2MZ2_JORG_MACHINEGUN_L2 121
#define Q2MZ2_JORG_MACHINEGUN_L3 122
#define Q2MZ2_JORG_MACHINEGUN_L4 123
#define Q2MZ2_JORG_MACHINEGUN_L5 124
#define Q2MZ2_JORG_MACHINEGUN_L6 125
#define Q2MZ2_JORG_MACHINEGUN_R1 126
#define Q2MZ2_JORG_MACHINEGUN_R2 127
#define Q2MZ2_JORG_MACHINEGUN_R3 128
#define Q2MZ2_JORG_MACHINEGUN_R4 129
#define Q2MZ2_JORG_MACHINEGUN_R5 130
#define Q2MZ2_JORG_MACHINEGUN_R6 131
#define Q2MZ2_JORG_BFG_1 132
#define Q2MZ2_BOSS2_MACHINEGUN_R1 133
#define Q2MZ2_BOSS2_MACHINEGUN_R2 134
#define Q2MZ2_BOSS2_MACHINEGUN_R3 135
#define Q2MZ2_BOSS2_MACHINEGUN_R4 136
#define Q2MZ2_BOSS2_MACHINEGUN_R5 137
//ROGUE
#define Q2MZ2_CARRIER_MACHINEGUN_L1 138
#define Q2MZ2_CARRIER_MACHINEGUN_R1 139
#define Q2MZ2_CARRIER_GRENADE 140
#define Q2MZ2_TURRET_MACHINEGUN 141
#define Q2MZ2_TURRET_ROCKET 142
#define Q2MZ2_TURRET_BLASTER 143
#define Q2MZ2_STALKER_BLASTER 144
#define Q2MZ2_DAEDALUS_BLASTER 145
#define Q2MZ2_MEDIC_BLASTER_2 146
#define Q2MZ2_CARRIER_RAILGUN 147
#define Q2MZ2_WIDOW_DISRUPTOR 148
#define Q2MZ2_WIDOW_BLASTER 149
#define Q2MZ2_WIDOW_RAIL 150
#define Q2MZ2_WIDOW_PLASMABEAM 151 // PMM - not used
#define Q2MZ2_CARRIER_MACHINEGUN_L2 152
#define Q2MZ2_CARRIER_MACHINEGUN_R2 153
#define Q2MZ2_WIDOW_RAIL_LEFT 154
#define Q2MZ2_WIDOW_RAIL_RIGHT 155
#define Q2MZ2_WIDOW_BLASTER_SWEEP1 156
#define Q2MZ2_WIDOW_BLASTER_SWEEP2 157
#define Q2MZ2_WIDOW_BLASTER_SWEEP3 158
#define Q2MZ2_WIDOW_BLASTER_SWEEP4 159
#define Q2MZ2_WIDOW_BLASTER_SWEEP5 160
#define Q2MZ2_WIDOW_BLASTER_SWEEP6 161
#define Q2MZ2_WIDOW_BLASTER_SWEEP7 162
#define Q2MZ2_WIDOW_BLASTER_SWEEP8 163
#define Q2MZ2_WIDOW_BLASTER_SWEEP9 164
#define Q2MZ2_WIDOW_BLASTER_100 165
#define Q2MZ2_WIDOW_BLASTER_90 166
#define Q2MZ2_WIDOW_BLASTER_80 167
#define Q2MZ2_WIDOW_BLASTER_70 168
#define Q2MZ2_WIDOW_BLASTER_60 169
#define Q2MZ2_WIDOW_BLASTER_50 170
#define Q2MZ2_WIDOW_BLASTER_40 171
#define Q2MZ2_WIDOW_BLASTER_30 172
#define Q2MZ2_WIDOW_BLASTER_20 173
#define Q2MZ2_WIDOW_BLASTER_10 174
#define Q2MZ2_WIDOW_BLASTER_0 175
#define Q2MZ2_WIDOW_BLASTER_10L 176
#define Q2MZ2_WIDOW_BLASTER_20L 177
#define Q2MZ2_WIDOW_BLASTER_30L 178
#define Q2MZ2_WIDOW_BLASTER_40L 179
#define Q2MZ2_WIDOW_BLASTER_50L 180
#define Q2MZ2_WIDOW_BLASTER_60L 181
#define Q2MZ2_WIDOW_BLASTER_70L 182
#define Q2MZ2_WIDOW_RUN_1 183
#define Q2MZ2_WIDOW_RUN_2 184
#define Q2MZ2_WIDOW_RUN_3 185
#define Q2MZ2_WIDOW_RUN_4 186
#define Q2MZ2_WIDOW_RUN_5 187
#define Q2MZ2_WIDOW_RUN_6 188
#define Q2MZ2_WIDOW_RUN_7 189
#define Q2MZ2_WIDOW_RUN_8 190
#define Q2MZ2_CARRIER_ROCKET_1 191
#define Q2MZ2_CARRIER_ROCKET_2 192
#define Q2MZ2_CARRIER_ROCKET_3 193
#define Q2MZ2_CARRIER_ROCKET_4 194
#define Q2MZ2_WIDOW2_BEAMER_1 195
#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
#define Q2MZ2_WIDOW2_BEAM_SWEEP_6 205
#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
#define MAX_MAP_AREA_BYTES 32
// edict->drawflags (hexen2 stuff)
#define MLS_MASK 7 // Model Light Style
#define MLS_NONE 0
#define MLS_FULLBRIGHT 1
#define MLS_POWERMODE 2
#define MLS_TORCH 3
#define MLS_TOTALDARK 4
#define MLS_ABSLIGHT (MLS_MASK)
#define SCALE_TYPE_MASK (SCALE_TYPE_UNIFORM|SCALE_TYPE_XYONLY|SCALE_TYPE_ZONLY)
#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_TYPE_UNUSED (SCALE_TYPE_XYONLY|SCALE_TYPE_ZONLY)
#define SCALE_ORIGIN_MASK (SCALE_ORIGIN_TOP|SCALE_ORIGIN_BOTTOM|SCALE_ORIGIN_CENTER)
#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 SCALE_ORIGIN_ORIGIN (SCALE_ORIGIN_TOP|SCALE_ORIGIN_BOTTOM) // Scaling origin at object origin
#define DRF_TRANSLUCENT 128
//TENEBRAE_GFX_DLIGHTS
#define PFLAGS_NOSHADOW 1
#define PFLAGS_CORONA 2
#define PFLAGS_FULLDYNAMIC 128 //NOTE: this is a dp-ism. for tenebrae compat, this should be effects&16 and not pflags&128, as effects&16 already means something else
#define RENDER_STEP 1
#define RENDER_GLOWTRAIL 2
#define RENDER_VIEWMODEL 4
#define RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
//#define RENDER_WORLDOBJECT 64
#define RENDER_COMPLEXANIMATION 128
//darkplaces protocols 5 to 7 use these
// reset all entity fields (typically used if status changed)
#define E5_FULLUPDATE (1<<0)
// E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
// E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
#define E5_ORIGIN (1<<1)
// E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
// E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
#define E5_ANGLES (1<<2)
// E5_MODEL16=0: byte = s->modelindex
// E5_MODEL16=1: short = s->modelindex
#define E5_MODEL (1<<3)
// E5_FRAME16=0: byte = s->frame
// E5_FRAME16=1: short = s->frame
#define E5_FRAME (1<<4)
// byte = s->skin
#define E5_SKIN (1<<5)
// E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
// E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
// E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
// E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
#define E5_EFFECTS (1<<6)
// bits >= (1<<8)
#define E5_EXTEND1 (1<<7)
// byte = s->renderflags
#define E5_FLAGS (1<<8)
// byte = bound(0, s->alpha * 255, 255)
#define E5_ALPHA (1<<9)
// byte = bound(0, s->scale * 16, 255)
#define E5_SCALE (1<<10)
// flag
#define E5_ORIGIN32 (1<<11)
// flag
#define E5_ANGLES16 (1<<12)
// flag
#define E5_MODEL16 (1<<13)
// byte = s->colormap
#define E5_COLORMAP (1<<14)
// bits >= (1<<16)
#define E5_EXTEND2 (1<<15)
// short = s->tagentity
// byte = s->tagindex
#define E5_ATTACHMENT (1<<16)
// short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
// byte = s->lightstyle
// byte = s->lightpflags
#define E5_LIGHT (1<<17)
// byte = s->glowsize
// byte = s->glowcolor
#define E5_GLOW (1<<18)
// short = s->effects
#define E5_EFFECTS16 (1<<19)
// int = s->effects
#define E5_EFFECTS32 (1<<20)
// flag
#define E5_FRAME16 (1<<21)
// unused
#define E5_COLORMOD (1<<22)
// bits >= (1<<24)
#define E5_EXTEND3 (1<<23)
// unused
#define E5_GLOWMOD (1<<24)
// unused
#define E5_COMPLEXANIMATION (1<<25)
// unused
#define E5_TRAILEFFECTNUM (1<<26)
// unused
#define E5_UNUSED27 (1<<27)
// unused
#define E5_UNUSED28 (1<<28)
// unused
#define E5_UNUSED29 (1<<29)
// unused
#define E5_UNUSED30 (1<<30)
// bits2 > 0
#define E5_EXTEND4 (1<<31)
#define E5_ALLUNUSED (E5_UNUSED27|E5_UNUSED28|E5_UNUSED29|E5_UNUSED30)
#define E5_SERVERPRIVATE (E5_EXTEND1|E5_EXTEND2|E5_EXTEND3|E5_EXTEND4)
#define E5_SERVERREMOVE E5_EXTEND1