+// QUAKEWORLD
+// effect flags
+#define QW_EF_BRIGHTFIELD 1
+#define QW_EF_MUZZLEFLASH 2
+#define QW_EF_BRIGHTLIGHT 4
+#define QW_EF_DIMLIGHT 8
+#define QW_EF_FLAG1 16
+#define QW_EF_FLAG2 32
+#define QW_EF_BLUE 64
+#define QW_EF_RED 128
+
+#define QW_UPDATE_BACKUP 64
+#define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1)
+#define QW_MAX_PACKET_ENTITIES 64
+
+// note: QW stats are directly compatible with NQ
+// (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused)
+// so these defines are not actually used by darkplaces, but kept for reference
+#define QW_STAT_HEALTH 0
+//#define QW_STAT_FRAGS 1
+#define QW_STAT_WEAPON 2
+#define QW_STAT_AMMO 3
+#define QW_STAT_ARMOR 4
+//#define QW_STAT_WEAPONFRAME 5
+#define QW_STAT_SHELLS 6
+#define QW_STAT_NAILS 7
+#define QW_STAT_ROCKETS 8
+#define QW_STAT_CELLS 9
+#define QW_STAT_ACTIVEWEAPON 10
+#define QW_STAT_TOTALSECRETS 11
+#define QW_STAT_TOTALMONSTERS 12
+#define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret
+#define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster
+#define QW_STAT_ITEMS 15
+//#define QW_STAT_VIEWHEIGHT 16
+
+// build entity data in this, to pass to entity read/write functions
+typedef struct entityframeqw_snapshot_s
+{
+ double time;
+ qboolean invalid;
+ int num_entities;
+ entity_state_t entities[QW_MAX_PACKET_ENTITIES];
+}
+entityframeqw_snapshot_t;
+
+typedef struct entityframeqw_database_s
+{
+ entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP];
+}
+entityframeqw_database_t;
+
+entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool);
+void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d);
+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);