#define EF_ADDITIVE 32
#define EF_BLUE 64
#define EF_RED 128
-#define EF_UNUSED8 256
+#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_NODEPTHTEST 8192 // LordHavoc: shows through walls
#define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
#define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity
-#define EF_UNUSED16 65536
+#define EF_NOSELFSHADOW 65536 // LordHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
#define EF_UNUSED17 131072
#define EF_UNUSED18 262144
#define EF_UNUSED19 524288
#define EF_UNUSED20 1048576
-#define EF_UNUSED21 2197152
+#define EF_TELEPORT_BIT 2097152 // div0: teleport bit (toggled when teleporting, prevents lerping when the bit has changed)
#define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth (serverside only)
-#define EF_UNUSED23 8388608
+#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_GIB 67108864 // leave a trail
#define svc_csqcentities 58 // [short] entnum [variable length] entitydata ... [short] 0x0000
#define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
#define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end
-#define svc_pointparticles 61 // [short] effectnum [vector] start [vector] end [short] count
+#define svc_pointparticles 61 // [short] effectnum [vector] start [vector] velocity [short] count
+#define svc_pointparticles1 62 // [short] effectnum [vector] start, same as svc_pointparticles except velocity is zero and count is 1
//
// client to server
#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)
-// this is 80 bytes
+// this is 96 bytes
typedef struct entity_state_s
{
// ! means this is not sent to client
float origin[3];
float angles[3];
int effects;
+ unsigned int customizeentityforclient; // !
unsigned short number; // entity number this state is for
unsigned short modelindex;
unsigned short frame;
unsigned short tagentity;
+ unsigned short specialvisibilityradius; // ! larger if it has effects/light
+ unsigned short viewmodelforclient; // !
+ unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
+ unsigned short nodrawtoclient; // !
+ unsigned short drawonlytoclient; // !
unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
unsigned char active; // true if a valid state
unsigned char lightstyle;
unsigned char tagindex;
unsigned char colormod[3];
// padding to a multiple of 8 bytes (to align the double time)
- unsigned char unused;
+ unsigned char unused[5];
}
entity_state_t;
void Protocol_WriteStatsReliable(void);
// writes a list of quake entities to the network stream
// (or as many will fit)
-void EntityFrameQuake_WriteFrame(sizebuf_t *msg, int numstates, const entity_state_t *states);
+qboolean EntityFrameQuake_WriteFrame(sizebuf_t *msg, int maxsize, int numstates, const entity_state_t *states);
// cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
void EntityFrameQuake_ISeeDeadEntities(void);
server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
*/
+#define MAX_ENTITY_HISTORY 64
+#define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
+
+// build entity data in this, to pass to entity read/write functions
+typedef struct entity_frame_s
+{
+ double time;
+ int framenum;
+ int numentities;
+ int firstentitynum;
+ int lastentitynum;
+ vec3_t eye;
+ entity_state_t entitydata[MAX_ENTITY_DATABASE];
+}
+entity_frame_t;
+
typedef struct entity_frameinfo_s
{
double time;
}
entity_frameinfo_t;
-#define MAX_ENTITY_HISTORY 64
-#define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
-
typedef struct entityframe_database_s
{
// note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
// entities
entity_state_t entitydata[MAX_ENTITY_DATABASE];
-}
-entityframe_database_t;
-// build entity data in this, to pass to entity read/write functions
-typedef struct entity_frame_s
-{
- double time;
- int framenum;
- int numentities;
- int firstentitynum;
- int lastentitynum;
- vec3_t eye;
- entity_state_t entitydata[MAX_ENTITY_DATABASE];
+ // structs for building new frames and reading them
+ entity_frame_t deltaframe;
+ entity_frame_t framedata;
}
-entity_frame_t;
+entityframe_database_t;
// LordHavoc: these are in approximately sorted order, according to cost and
// likelyhood of being used for numerous objects in a frame
// reference
void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
// (server) writes a frame to network stream
-void EntityFrame_WriteFrame(sizebuf_t *msg, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
+qboolean EntityFrame_WriteFrame(sizebuf_t *msg, int maxsize, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
// (client) reads a frame from network stream
void EntityFrame_CL_ReadFrame(void);
// (client) returns the frame number of the most recent frame recieved
// updates database to account for a frame-received acknowledgment
int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
// writes a frame to the network stream
-void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states);
+qboolean EntityFrame4_WriteFrame(sizebuf_t *msg, int maxsize, entityframe4_database_t *d, int numstates, const entity_state_t *states);
// reads a frame from the network stream
void EntityFrame4_CL_ReadFrame(void);
#define ENTITYFRAME5_MAXPACKETLOGS 64
#define ENTITYFRAME5_MAXSTATES 1024
+#define ENTITYFRAME5_PRIORITYLEVELS 32
typedef struct entityframe5_changestate_s
{
// rather than a memmove to remove them from the start.
//int numchangestates;
//entityframe5_changestate_t changestates[MAX_EDICTS];
+
+ // buffers for building priority info
+ int prioritychaincounts[ENTITYFRAME5_PRIORITYLEVELS];
+ unsigned short prioritychains[ENTITYFRAME5_PRIORITYLEVELS][ENTITYFRAME5_MAXSTATES];
}
entityframe5_database_t;
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_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum, int movesequence);
+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);
extern cvar_t developer_networkentities;
void EntityStateQW_ReadPlayerUpdate(void);
void EntityFrameQW_CL_ReadFrame(qboolean delta);
+struct client_s;
+void EntityFrameCSQC_LostFrame(struct client_s *client, int framenum);
+qboolean EntityFrameCSQC_WriteFrame (sizebuf_t *msg, int maxsize, int numstates, const entity_state_t *states, int framenum);
+
#endif