#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_NOSELFSHADOW 65536 // LordHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
-#define EF_UNUSED17 131072
+#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 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 RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
-#define RENDER_NOCULL 64 // do not cull this entity with r_cullentities
+#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_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
+#define RENDER_CUSTOMIZEDMODELLIGHT 4096
+#define RENDER_DYNAMICMODELLIGHT 8388608 // origin dependent model light
#define MAX_FRAMEGROUPBLENDS 4
typedef struct framegroupblend_s
// 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 pose6s[6]}
+// byte type=4 short modelindex byte numbones {short pose7s[7]}
// see also RENDER_COMPLEXANIMATION
#define E5_COMPLEXANIMATION (1<<25)
// ushort traileffectnum
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);
extern cvar_t developer_networkentities;