#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 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;