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1.1 root 1: // protocol.h -- communications protocols
2:
3: #define PROTOCOL_VERSION 15
4:
5: // if the high bit of the servercmd is set, the low bits are fast update flags:
6: #define U_MOREBITS (1<<0)
7: #define U_ORIGIN1 (1<<1)
8: #define U_ORIGIN2 (1<<2)
9: #define U_ORIGIN3 (1<<3)
10: #define U_ANGLE2 (1<<4)
11: #define U_NOLERP (1<<5) // don't interpolate movement
12: #define U_FRAME (1<<6)
13: #define U_SIGNAL (1<<7) // just differentiates from other updates
14:
15: // svc_update can pass all of the fast update bits, plus more
16: #define U_ANGLE1 (1<<8)
17: #define U_ANGLE3 (1<<9)
18: #define U_MODEL (1<<10)
19: #define U_COLORMAP (1<<11)
20: #define U_SKIN (1<<12)
21: #define U_EFFECTS (1<<13)
22: #define U_LONGENTITY (1<<14)
23:
24:
25: #define SU_VIEWHEIGHT (1<<0)
26: #define SU_IDEALPITCH (1<<1)
27: #define SU_PUNCH1 (1<<2)
28: #define SU_PUNCH2 (1<<3)
29: #define SU_PUNCH3 (1<<4)
30: #define SU_VELOCITY1 (1<<5)
31: #define SU_VELOCITY2 (1<<6)
32: #define SU_VELOCITY3 (1<<7)
33: //define SU_AIMENT (1<<8) AVAILABLE BIT
34: #define SU_ITEMS (1<<9)
35: #define SU_ONGROUND (1<<10) // no data follows, the bit is it
36: #define SU_INWATER (1<<11) // no data follows, the bit is it
37: #define SU_WEAPONFRAME (1<<12)
38: #define SU_ARMOR (1<<13)
39: #define SU_WEAPON (1<<14)
40:
41: // a sound with no channel is a local only sound
42: #define SND_VOLUME (1<<0) // a byte
43: #define SND_ATTENUATION (1<<1) // a byte
44: #define SND_LOOPING (1<<2) // a long
45:
46:
47: // defaults for clientinfo messages
48: #define DEFAULT_VIEWHEIGHT 22
49: #define DEFAULT_ITEMS 16385
50:
51:
52: // game types sent by serverinfo
53: // these determine which intermission screen plays
54: #define GAME_COOP 0
55: #define GAME_DEATHMATCH 1
56:
57: //==================
58: // note that there are some defs.qc that mirror to these numbers
59: // also related to svc_strings[] in cl_parse
60: //==================
61:
62: //
63: // server to client
64: //
65: #define svc_bad 0
66: #define svc_nop 1
67: #define svc_disconnect 2
68: #define svc_updatestat 3 // [byte] [long]
69: #define svc_version 4 // [long] server version
70: #define svc_setview 5 // [short] entity number
71: #define svc_sound 6 // <see code>
72: #define svc_time 7 // [float] server time
73: #define svc_print 8 // [string] null terminated string
74: #define svc_stufftext 9 // [string] stuffed into client's console buffer
75: // the string should be \n terminated
76: #define svc_setangle 10 // [angle3] set the view angle to this absolute value
77:
78: #define svc_serverinfo 11 // [long] version
79: // [string] signon string
80: // [string]..[0]model cache
81: // [string]...[0]sounds cache
82: #define svc_lightstyle 12 // [byte] [string]
83: #define svc_updatename 13 // [byte] [string]
84: #define svc_updatefrags 14 // [byte] [short]
85: #define svc_clientdata 15 // <shortbits + data>
86: #define svc_stopsound 16 // <see code>
87: #define svc_updatecolors 17 // [byte] [byte]
88: #define svc_particle 18 // [vec3] <variable>
89: #define svc_damage 19
90:
91: #define svc_spawnstatic 20
92: // svc_spawnbinary 21
93: #define svc_spawnbaseline 22
94:
95: #define svc_temp_entity 23
96:
97: #define svc_setpause 24 // [byte] on / off
98: #define svc_signonnum 25 // [byte] used for the signon sequence
99:
100: #define svc_centerprint 26 // [string] to put in center of the screen
101:
102: #define svc_killedmonster 27
103: #define svc_foundsecret 28
104:
105: #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
106:
107: #define svc_intermission 30 // [string] music
108: #define svc_finale 31 // [string] music [string] text
109:
110: #define svc_cdtrack 32 // [byte] track [byte] looptrack
111: #define svc_sellscreen 33
112:
113: //
114: // client to server
115: //
116: #define clc_bad 0
117: #define clc_nop 1
118: #define clc_disconnect 2
119: #define clc_move 3 // [usercmd_t]
120: #define clc_stringcmd 4 // [string] message
121:
122:
123: //
124: // temp entity events
125: //
126: #define TE_SPIKE 0
127: #define TE_SUPERSPIKE 1
128: #define TE_GUNSHOT 2
129: #define TE_EXPLOSION 3
130: #define TE_TAREXPLOSION 4
131: #define TE_LIGHTNING1 5
132: #define TE_LIGHTNING2 6
133: #define TE_WIZSPIKE 7
134: #define TE_KNIGHTSPIKE 8
135: #define TE_LIGHTNING3 9
136: #define TE_LAVASPLASH 10
137: #define TE_TELEPORT 11
138:
139:
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