-#define EF_NOGUNBOB 256 // LordHavoc: when used with .viewmodelforclient this makes the entity attach to the view without gun bobbing and such effects, it also works on the player entity to disable gun bobbing of the engine-managed .viewmodel (without affecting any .viewmodelforclient entities attached to the player)
-#define EF_FULLBRIGHT 512 // LordHavoc: fullbright
-#define EF_FLAME 1024 // LordHavoc: on fire
-#define EF_STARDUST 2048 // LordHavoc: showering sparks
-#define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
-#define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
-#define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
+#define EF_NOGUNBOB 256 // LadyHavoc: when used with .viewmodelforclient this makes the entity attach to the view without gun bobbing and such effects, it also works on the player entity to disable gun bobbing of the engine-managed .viewmodel (without affecting any .viewmodelforclient entities attached to the player)
+#define EF_FULLBRIGHT 512 // LadyHavoc: fullbright
+#define EF_FLAME 1024 // LadyHavoc: on fire
+#define EF_STARDUST 2048 // LadyHavoc: showering sparks
+#define EF_NOSHADOW 4096 // LadyHavoc: does not cast a shadow
+#define EF_NODEPTHTEST 8192 // LadyHavoc: shows through walls
+#define EF_SELECTABLE 16384 // LadyHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
-#define EF_NOSELFSHADOW 65536 // LordHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
-#define EF_UNUSED17 131072
+#define EF_NOSELFSHADOW 65536 // LadyHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
+#define EF_DYNAMICMODELLIGHT 131072
#define EF_UNUSED18 262144
#define EF_UNUSED19 524288
#define EF_RESTARTANIM_BIT 1048576 // div0: restart animation bit (like teleport bit, but lerps between end and start of the anim, and doesn't stop player lerping)
#define EF_TELEPORT_BIT 2097152 // div0: teleport bit (toggled when teleporting, prevents lerping when the bit has changed)
#define EF_UNUSED18 262144
#define EF_UNUSED19 524288
#define EF_RESTARTANIM_BIT 1048576 // div0: restart animation bit (like teleport bit, but lerps between end and start of the anim, and doesn't stop player lerping)
#define EF_TELEPORT_BIT 2097152 // div0: teleport bit (toggled when teleporting, prevents lerping when the bit has changed)
#define EF_NOMODELFLAGS 8388608 // indicates the model's .effects should be ignored (allows overriding them)
#define EF_ROCKET 16777216 // leave a trail
#define EF_GRENADE 33554432 // leave a trail
#define EF_NOMODELFLAGS 8388608 // indicates the model's .effects should be ignored (allows overriding them)
#define EF_ROCKET 16777216 // leave a trail
#define EF_GRENADE 33554432 // leave a trail
#define U_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 U_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 U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
#define U_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 U_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 U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
#define U_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)
#define U_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 U_EXTEND2 (1<<23) // another byte to follow
#define U_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)
#define U_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 U_EXTEND2 (1<<23) // another byte to follow
#define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
#define U_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 U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
#define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
#define U_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 U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
#define SND_LOOPING (1<<2) // a long
#define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
#define SND_LARGESOUND (1<<4) // a short (instead of a byte)
#define SND_LOOPING (1<<2) // a long
#define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
#define SND_LARGESOUND (1<<4) // a short (instead of a byte)
#define svc_downloaddata 50 // [int] start [short] size
#define svc_updatestatubyte 51 // [byte] stat [byte] value
#define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
#define svc_downloaddata 50 // [int] start [short] size
#define svc_updatestatubyte 51 // [byte] stat [byte] value
#define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
#define clc_ackframe 50 // [int] framenumber
#define clc_ackdownloaddata 51 // [int] start [short] size (note: exact echo of latest values received in svc_downloaddata, packet-loss handling is in the server)
#define clc_unusedlh2 52
#define clc_ackframe 50 // [int] framenumber
#define clc_ackdownloaddata 51 // [int] start [short] size (note: exact echo of latest values received in svc_downloaddata, packet-loss handling is in the server)
#define clc_unusedlh2 52
#define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
#define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
#define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
#define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
#define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
#define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
#define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
#define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
#define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
#define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
#define TE_GUNSHOTQUAD 57 // [vector] origin
#define TE_SPIKEQUAD 58 // [vector] origin
#define TE_SUPERSPIKEQUAD 59 // [vector] origin
#define TE_GUNSHOTQUAD 57 // [vector] origin
#define TE_SPIKEQUAD 58 // [vector] origin
#define TE_SUPERSPIKEQUAD 59 // [vector] origin
#define TE_EXPLOSIONQUAD 70 // [vector] origin
#define TE_UNUSED1 71 // unused
#define TE_SMALLFLASH 72 // [vector] origin
#define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
#define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
#define TE_PLASMABURN 75 // [vector] origin
#define TE_EXPLOSIONQUAD 70 // [vector] origin
#define TE_UNUSED1 71 // unused
#define TE_SMALLFLASH 72 // [vector] origin
#define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
#define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
#define TE_PLASMABURN 75 // [vector] origin
#define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
#define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
#define TE_TEI_BIGEXPLOSION 78 // [vector] origin
#define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
#define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
#define TE_TEI_BIGEXPLOSION 78 // [vector] origin
#define RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
#define RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
#define RENDER_COMPLEXANIMATION 128
#define RENDER_SHADOW 65536 // cast shadow
#define RENDER_LIGHT 131072 // receive light
#define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
// (note: all RENDER_NOSELFSHADOW entities are grouped together and rendered in a batch before their shadows are rendered, so they can not shadow eachother either)
#define RENDER_COMPLEXANIMATION 128
#define RENDER_SHADOW 65536 // cast shadow
#define RENDER_LIGHT 131072 // receive light
#define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene
// (note: all RENDER_NOSELFSHADOW entities are grouped together and rendered in a batch before their shadows are rendered, so they can not shadow eachother either)
#define RENDER_NODEPTHTEST 1048576
#define RENDER_ADDITIVE 2097152
#define RENDER_DOUBLESIDED 4194304
#define RENDER_NODEPTHTEST 1048576
#define RENDER_ADDITIVE 2097152
#define RENDER_DOUBLESIDED 4194304
// likelyhood of being used for numerous objects in a frame
// note that the bytes are not written/read in this order, this is only the
// likelyhood of being used for numerous objects in a frame
// note that the bytes are not written/read in this order, this is only the
// byte type=1 short frames[2] short times[2] byte lerps[2]
// byte type=2 short frames[3] short times[3] byte lerps[3]
// byte type=3 short frames[4] short times[4] byte lerps[4]
// byte type=1 short frames[2] short times[2] byte lerps[2]
// byte type=2 short frames[3] short times[3] byte lerps[3]
// byte type=3 short frames[4] short times[4] byte lerps[4]
void EntityFrame5_CL_ReadFrame(void);
void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
void EntityFrame5_CL_ReadFrame(void);
void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum);
void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum);
-qboolean EntityFrame5_WriteFrame(sizebuf_t *msg, int maxsize, entityframe5_database_t *d, int numstates, const entity_state_t **states, int viewentnum, int movesequence, qboolean need_empty);
+qboolean EntityFrame5_WriteFrame(sizebuf_t *msg, int maxsize, entityframe5_database_t *d, int numstates, const entity_state_t **states, int viewentnum, unsigned int movesequence, qboolean need_empty);