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// protocol.h -- communications protocols #define PROTOCOL_VERSION 15 // if the high bit of the servercmd is set, the low bits are fast update flags:#define U_MOREBITS (1<<0)#define U_ORIGIN1 (1<<1)#define U_ORIGIN2 (1<<2)#define U_ORIGIN3 (1<<3)#define U_ANGLE2 (1<<4)#define U_NOLERP (1<<5) // don't interpolate movement#define U_FRAME (1<<6)#define U_SIGNAL (1<<7) // just differentiates from other updates // svc_update can pass all of the fast update bits, plus more#define U_ANGLE1 (1<<8)#define U_ANGLE3 (1<<9)#define U_MODEL (1<<10)#define U_COLORMAP (1<<11)#define U_SKIN (1<<12)#define U_EFFECTS (1<<13)#define U_LONGENTITY (1<<14) #define SU_VIEWHEIGHT (1<<0)#define SU_IDEALPITCH (1<<1)#define SU_PUNCH1 (1<<2)#define SU_PUNCH2 (1<<3)#define SU_PUNCH3 (1<<4)#define SU_VELOCITY1 (1<<5)#define SU_VELOCITY2 (1<<6)#define SU_VELOCITY3 (1<<7)//define SU_AIMENT (1<<8) AVAILABLE BIT#define SU_ITEMS (1<<9)#define SU_ONGROUND (1<<10) // no data follows, the bit is it#define SU_INWATER (1<<11) // no data follows, the bit is it#define SU_WEAPONFRAME (1<<12)#define SU_ARMOR (1<<13)#define SU_WEAPON (1<<14) // a sound with no channel is a local only sound#define SND_VOLUME (1<<0) // a byte#define SND_ATTENUATION (1<<1) // a byte#define SND_LOOPING (1<<2) // a long // defaults for clientinfo messages#define DEFAULT_VIEWHEIGHT 22 // game types sent by serverinfo// these determine which intermission screen plays#define GAME_COOP 0#define GAME_DEATHMATCH 1 //==================// note that there are some defs.qc that mirror to these numbers// also related to svc_strings[] in cl_parse//================== //// server to client//#define svc_bad 0#define svc_nop 1#define svc_disconnect 2#define svc_updatestat 3 // [byte] [long]#define svc_version 4 // [long] server version#define svc_setview 5 // [short] entity number#define svc_sound 6 // <see code>#define svc_time 7 // [float] server time#define svc_print 8 // [string] null terminated string#define svc_stufftext 9 // [string] stuffed into client's console buffer								// the string should be \n terminated#define svc_setangle 10 // [angle3] set the view angle to this absolute value #define svc_serverinfo 11 // [long] version						// [string] signon string						// [string]..[0]model cache						// [string]...[0]sounds cache#define svc_lightstyle 12 // [byte] [string]#define svc_updatename 13 // [byte] [string]#define svc_updatefrags 14 // [byte] [short]#define svc_clientdata 15 // <shortbits + data>#define svc_stopsound 16 // <see code>#define svc_updatecolors 17 // [byte] [byte]#define svc_particle 18 // [vec3] <variable>#define svc_damage 19 #define svc_spawnstatic 20// svc_spawnbinary 21#define svc_spawnbaseline 22 #define svc_temp_entity 23 #define svc_setpause 24 // [byte] on / off#define svc_signonnum 25 // [byte] used for the signon sequence #define svc_centerprint 26 // [string] to put in center of the screen #define svc_killedmonster 27#define svc_foundsecret 28 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten #define svc_intermission 30 // [string] music#define svc_finale 31 // [string] music [string] text #define svc_cdtrack 32 // [byte] track [byte] looptrack#define svc_sellscreen 33 #define svc_cutscene 34 //// client to server//#define clc_bad 0#define clc_nop 1#define clc_disconnect 2#define clc_move 3 // [usercmd_t]#define clc_stringcmd 4 // [string] message //// temp entity events//#define TE_SPIKE 0#define TE_SUPERSPIKE 1#define TE_GUNSHOT 2#define TE_EXPLOSION 3#define TE_TAREXPLOSION 4#define TE_LIGHTNING1 5#define TE_LIGHTNING2 6#define TE_WIZSPIKE 7#define TE_KNIGHTSPIKE 8#define TE_LIGHTNING3 9#define TE_LAVASPLASH 10#define TE_TELEPORT 11#define TE_EXPLOSION2 12 // PGM 01/21/97#define TE_BEAM 13// PGM 01/21/97

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