X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=protocol.h;h=8770d82be5ce3bc11d94f590cb084696329750a9;hb=576b979605c27c7d0923dded4be463c53bebf73f;hp=a3a267774ecfd1ce120068f1e00bc53166af1637;hpb=9fa6c695b421f09090fdc81d1a1cadbb7d360126;p=xonotic%2Fdarkplaces.git diff --git a/protocol.h b/protocol.h index a3a26777..8770d82b 100644 --- a/protocol.h +++ b/protocol.h @@ -49,21 +49,21 @@ void Protocol_Names(char *buffer, size_t buffersize); #define EF_ADDITIVE 32 #define EF_BLUE 64 #define EF_RED 128 -#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_DOUBLESIDED 32768 //[515]: disable cull face for this entity -#define EF_NOSELFSHADOW 65536 // LordHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities) +#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_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth (serverside only) +#define EF_LOWPRECISION 4194304 // LadyHavoc: entity is low precision (integer coordinates) to save network bandwidth (serverside only) #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 @@ -89,7 +89,7 @@ void Protocol_Names(char *buffer, size_t buffersize); #define U_ORIGIN2 (1<<2) #define U_ORIGIN3 (1<<3) #define U_ANGLE2 (1<<4) -// LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP +// LadyHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP #define U_STEP (1<<5) #define U_FRAME (1<<6) // just differentiates from other updates @@ -103,9 +103,9 @@ void Protocol_Names(char *buffer, size_t buffersize); #define U_EFFECTS (1<<13) #define U_LONGENTITY (1<<14) -// LordHavoc: protocol extension +// LadyHavoc: protocol extension #define U_EXTEND1 (1<<15) -// LordHavoc: first extend byte +// LadyHavoc: first extend byte #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 @@ -114,7 +114,7 @@ void Protocol_Names(char *buffer, size_t buffersize); #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 -// LordHavoc: second extend byte +// LadyHavoc: second extend 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) @@ -239,7 +239,7 @@ void Protocol_Names(char *buffer, size_t buffersize); #define svc_hidelmp 36 // [string] slotname #define svc_skybox 37 // [string] skyname -// LordHavoc: my svc_ range, 50-69 +// LadyHavoc: my svc_ range, 50-69 #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 @@ -264,7 +264,7 @@ void Protocol_Names(char *buffer, size_t buffersize); #define clc_move 3 // [usercmd_t] #define clc_stringcmd 4 // [string] message -// LordHavoc: my clc_ range, 50-59 +// LadyHavoc: my clc_ range, 50-59 #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 @@ -301,7 +301,7 @@ void Protocol_Names(char *buffer, size_t buffersize); #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end -// LordHavoc: added some TE_ codes (block1 - 50-60) +// LadyHavoc: added some TE_ codes (block1 - 50-60) #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 @@ -312,14 +312,14 @@ void Protocol_Names(char *buffer, size_t buffersize); #define TE_GUNSHOTQUAD 57 // [vector] origin #define TE_SPIKEQUAD 58 // [vector] origin #define TE_SUPERSPIKEQUAD 59 // [vector] origin -// LordHavoc: block2 - 70-80 +// LadyHavoc: block2 - 70-80 #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 -// LordHavoc: Tei grabbed these codes +// LadyHavoc: Tei grabbed these codes #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 @@ -340,7 +340,6 @@ void Protocol_Names(char *buffer, size_t buffersize); #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_EQUALIZE 524288 // (subflag of RENDER_LIGHT) equalize the light from the light grid hitting this ent (less invasive EF_FULLBRIGHT implementation) #define RENDER_NODEPTHTEST 1048576 #define RENDER_ADDITIVE 2097152 #define RENDER_DOUBLESIDED 4194304 @@ -412,7 +411,7 @@ typedef struct entity_state_s unsigned char tagindex; unsigned char colormod[3]; unsigned char glowmod[3]; - // LordHavoc: very big data here :( + // LadyHavoc: very big data here :( framegroupblend_t framegroupblend[4]; skeleton_t skeletonobject; } @@ -545,7 +544,7 @@ typedef struct entityframe_database_s } entityframe_database_t; -// LordHavoc: these are in approximately sorted order, according to cost and +// LadyHavoc: these are in approximately sorted order, according to cost and // 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