#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_UNUSED17 131072
+#define EF_NOSELFSHADOW 65536 // LordHavoc: 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_UNUSED20 1048576
-#define EF_UNUSED21 2197152
+#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_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 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_SPEEDUSHORT4000 (1<<5) // ushort speed*4000 (speed is usually 1.0, a value of 0.0 is the same as 1.0)
// defaults for clientinfo messages
#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_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
+#define RENDER_WORLDOBJECT 64 // do not cull this entity with r_cullentities
+#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_CUSTOMIZEDMODELLIGHT 4096
+#define RENDER_DYNAMICMODELLIGHT 8388608 // origin dependent model light
+
+#define MAX_FRAMEGROUPBLENDS 4
+typedef struct framegroupblend_s
+{
+ // animation number and blend factor
+ // (for most models this is the frame number)
+ int frame;
+ float lerp;
+ // time frame began playing (for framegroup animations)
+ double start;
+}
+framegroupblend_t;
+
+struct matrix4x4_s;
+struct model_s;
+
+typedef struct skeleton_s
+{
+ const struct model_s *model;
+ struct matrix4x4_s *relativetransforms;
+}
+skeleton_t;
-// this is 96 bytes
+typedef enum entity_state_active_e
+{
+ ACTIVE_NOT = 0,
+ ACTIVE_NETWORK = 1,
+ ACTIVE_SHARED = 2
+}
+entity_state_active_t;
+
+// this was 96 bytes, now 168 bytes (32bit) or 176 bytes (64bit)
typedef struct entity_state_s
{
// ! means this is not sent to client
float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin)
float origin[3];
float angles[3];
- int number; // entity number this state is for
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 exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
unsigned short nodrawtoclient; // !
unsigned short drawonlytoclient; // !
+ unsigned short traileffectnum;
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 glowsize;
unsigned char glowcolor;
unsigned char flags;
+ unsigned char internaleffects; // INTEF_FLAG1QW and so on
unsigned char tagindex;
unsigned char colormod[3];
- unsigned char internaleffects; // INTEF_FLAG1QW and so on
- // padding to a multiple of 8 bytes (to align the double time)
- unsigned char unused;
+ unsigned char glowmod[3];
+ // LordHavoc: very big data here :(
+ framegroupblend_t framegroupblend[4];
+ skeleton_t skeletonobject;
}
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
void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
// (server and client) reads a frame from the database
void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
-// (server and client) adds a entity_frame to the database, for future
-// reference
-void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
+// (client) adds a entity_frame to the database, for future reference
+void EntityFrame_AddFrame_Client(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
+// (server) adds a entity_frame to the database, for future reference
+void EntityFrame_AddFrame_Server(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);
// bits >= (1<<24)
#define E5_EXTEND3 (1<<23)
-// unused
-#define E5_UNUSED24 (1<<24)
-// unused
-#define E5_UNUSED25 (1<<25)
-// unused
-#define E5_UNUSED26 (1<<26)
+// byte[3] = s->glowmod[0], s->glowmod[1], s->glowmod[2]
+#define E5_GLOWMOD (1<<24)
+// byte type=0 short frames[1] short times[1]
+// 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=4 short modelindex byte numbones {short pose7s[7]}
+// see also RENDER_COMPLEXANIMATION
+#define E5_COMPLEXANIMATION (1<<25)
+// ushort traileffectnum
+#define E5_TRAILEFFECTNUM (1<<26)
// unused
#define E5_UNUSED27 (1<<27)
// unused
#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, unsigned 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 numnumbers, const unsigned short *numbers, int framenum);
+
#endif