games/ezquake: Updated for version 3.6.2.

Signed-off-by: bedlam <dave@slackbuilds.org>

Signed-off-by: Willy Sudiarto Raharjo <willysr@slackbuilds.org>
This commit is contained in:
M.Dinslage 2023-04-28 05:21:50 +01:00 committed by Willy Sudiarto Raharjo
parent 59c2413337
commit 7cccbc1135
No known key found for this signature in database
GPG Key ID: 3F617144D7238786
3 changed files with 603 additions and 5 deletions

View File

@ -25,7 +25,7 @@
cd $(dirname $0) ; CWD=$(pwd)
PRGNAM=ezquake
VERSION=${VERSION:-3.6.1}
VERSION=${VERSION:-3.6.2}
BUILD=${BUILD:-1}
TAG=${TAG:-_SBo}
PKGTYPE=${PKGTYPE:-tgz}
@ -82,6 +82,10 @@ find -L . \
\( -perm 666 -o -perm 664 -o -perm 640 -o -perm 600 -o -perm 444 \
-o -perm 440 -o -perm 400 \) -exec chmod 644 {} \;
# add back the missing protocol.h file
# https://github.com/QW-Group/ezquake-source/issues/765
cat $CWD/protocol.h > src/protocol.h
# dont use precompiled binary, make our own
CFLAGS="$SLKCFLAGS" \
CXXFLAGS="$SLKCFLAGS" \
@ -124,7 +128,7 @@ find $PKG -print0 | xargs -0 file | grep -e "executable" -e "shared object" | gr
| cut -f 1 -d : | xargs strip --strip-unneeded 2> /dev/null || true
mkdir -p $PKG/usr/doc/$PRGNAM-$VERSION
cp -a CHANGELOG LICENSE README.md $PKG/usr/doc/$PRGNAM-$VERSION
cp -a LICENSE README.md $PKG/usr/doc/$PRGNAM-$VERSION
cat $CWD/$PRGNAM.SlackBuild > $PKG/usr/doc/$PRGNAM-$VERSION/$PRGNAM.SlackBuild
mkdir -p $PKG/install

View File

@ -1,9 +1,9 @@
PRGNAM="ezquake"
VERSION="3.6.1"
VERSION="3.6.2"
HOMEPAGE="https://ezquake.com/"
DOWNLOAD="https://github.com/QW-Group/ezquake-source/archive/3.6.1/ezquake-source-3.6.1.tar.gz \
DOWNLOAD="https://github.com/QW-Group/ezquake-source/archive/3.6.2/ezquake-source-3.6.2.tar.gz \
https://github.com/QW-Group/ezquake-source/releases/download/3.2.3/ezquake-ubuntu-3.2.3-full.tar.gz"
MD5SUM="92fcc6c450a032bef44c40d6eb480caf \
MD5SUM="b69a48b0d3302256be36113270212095 \
18a642c80d60bc01c04b8cb86c94bc5f"
DOWNLOAD_x86_64=""
MD5SUM_x86_64=""

594
games/ezquake/protocol.h Normal file
View File

@ -0,0 +1,594 @@
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// protocol.h -- communications protocols
#ifndef __PROTOCOL_H__
#define __PROTOCOL_H__
#define PROTOCOL_VERSION 28
//=========================================
// fte protocol extensions.
#define PROTOCOL_VERSION_FTE (('F'<<0) + ('T'<<8) + ('E'<<16) + ('X' << 24)) //fte extensions.
#define PROTOCOL_VERSION_FTE2 (('F'<<0) + ('T'<<8) + ('E'<<16) + ('2' << 24)) //fte extensions.
#define PROTOCOL_VERSION_MVD1 (('M'<<0) + ('V'<<8) + ('D'<<16) + ('1' << 24)) //mvdsv extensions
#ifdef PROTOCOL_VERSION_FTE
# define FTE_PEXT_TRANS 0x00000008 // .alpha support
//#define FTE_PEXT_ACCURATETIMINGS 0x00000040 // qqshka: not actually used in ezquake.
// // I added it to ezquake in hope that someone made some
// // rockets(enitities) smoothing code...
# define FTE_PEXT_HLBSP 0x00000200 // stops fte servers from complaining
# define FTE_PEXT_MODELDBL 0x00001000 //
# define FTE_PEXT_ENTITYDBL 0x00002000 // max of 1024 ents instead of 512
# define FTE_PEXT_ENTITYDBL2 0x00004000 // max of 1024 ents instead of 512
# define FTE_PEXT_FLOATCOORDS 0x00008000 // supports floating point origins.
# define FTE_PEXT_SPAWNSTATIC2 0x00400000 // Sends an entity delta instead of a baseline.
# define FTE_PEXT_256PACKETENTITIES 0x01000000 // Client can recieve 256 packet entities.
# define FTE_PEXT_CHUNKEDDOWNLOADS 0x20000000 // alternate file download method. Hopefully it'll give
// quadroupled download speed, especially on higher pings.
#endif // PROTOCOL_VERSION_FTE
#ifdef PROTOCOL_VERSION_FTE2
# ifdef WITH_SPEEX
# include <SDL_version.h>
# ifdef USE_SDL_VOICE
# undef USE_SDL_VOICE
# endif // USE_SDL_VOICE
# if SDL_VERSION_ATLEAST(2,0,5)
# define FTE_PEXT2_VOICECHAT 0x00000002
# endif // SDL_VERSION_ATLEAST(2,0,5)
# endif // WITH_SPEEX
#endif // PROTOCOL_VERSION_FTE2
#ifdef PROTOCOL_VERSION_MVD1
# define MVD_PEXT1_FLOATCOORDS (1 << 0) // FTE_PEXT_FLOATCOORDS but for entity/player coords only
# define MVD_PEXT1_HIGHLAGTELEPORT (1 << 1) // Adjust movement direction for frames following teleport
//# define MVD_PEXT1_SERVERSIDEWEAPON (1 << 2) // Server-side weapon selection. Can be defined in a project Makefile
# define MVD_PEXT1_DEBUG_WEAPON (1 << 3) // Send weapon-choice explanation to server for logging
# define MVD_PEXT1_DEBUG_ANTILAG (1 << 4) // Send predicted positions to server (compare to antilagged positions)
# define MVD_PEXT1_HIDDEN_MESSAGES (1 << 5) // dem_multiple(0) packets are in format (<length> <type-id>+ <packet-data>)*
//# define MVD_PEXT1_SERVERSIDEWEAPON2 (1 << 6) // Server-side weapon selection supports clc_mvd_weapon_full_impulse.
// Can be defined in a project Makefile
# if defined(MVD_PEXT1_DEBUG_ANTILAG) || defined(MVD_PEXT1_DEBUG_WEAPON)
# define MVD_PEXT1_DEBUG
# define MVD_PEXT1_ANTILAG_CLIENTPOS 128 // flag set on the playernum if the client positions are also included
# define clc_mvd_debug 201
# define clc_mvd_debug_type_antilag 1
# define clc_mvd_debug_type_weapon 2
# endif // defined(MVD_PEXT1_DEBUG_ANTILAG) || defined(MVD_PEXT1_DEBUG_WEAPON)
# define MVD_PEXT1_INCLUDEINMVD (MVD_PEXT1_HIDDEN_MESSAGES)
#endif // PROTOCOL_VERSION_MVD1
//=========================================
// ZQuake protocol extensions (*z_ext serverinfo key)
#define Z_EXT_PM_TYPE (1<<0) // basic PM_TYPE functionality (reliable jump_held)
#define Z_EXT_PM_TYPE_NEW (1<<1) // adds PM_FLY, PM_SPECTATOR
#define Z_EXT_VIEWHEIGHT (1<<2) // STAT_VIEWHEIGHT
#define Z_EXT_SERVERTIME (1<<3) // STAT_TIME
#define Z_EXT_PITCHLIMITS (1<<4) // serverinfo maxpitch & minpitch
#define Z_EXT_JOIN_OBSERVE (1<<5) // server: "join" and "observe" commands are supported
// client: on-the-fly spectator <-> player switching supported
#define Z_EXT_PF_ONGROUND (1<<6) // server: PF_ONGROUND is valid for all svc_playerinfo
#define Z_EXT_VWEP (1<<7) // ZQ_VWEP extension
#define Z_EXT_PF_SOLID (1<<8)
// what our client supports
#define CLIENT_EXTENSIONS ( \
Z_EXT_PM_TYPE | \
Z_EXT_PM_TYPE_NEW | \
Z_EXT_VIEWHEIGHT | \
Z_EXT_SERVERTIME | \
Z_EXT_PITCHLIMITS | \
Z_EXT_JOIN_OBSERVE | \
Z_EXT_PF_ONGROUND | \
Z_EXT_VWEP | \
Z_EXT_PF_SOLID \
)
// what our server supports
#define SERVER_EXTENSIONS ( \
Z_EXT_PM_TYPE | \
Z_EXT_PM_TYPE_NEW | \
Z_EXT_VIEWHEIGHT | \
Z_EXT_SERVERTIME | \
Z_EXT_PITCHLIMITS | \
Z_EXT_JOIN_OBSERVE | \
Z_EXT_PF_ONGROUND | \
Z_EXT_VWEP | \
Z_EXT_PF_SOLID \
)
//=========================================
#define PORT_MASTER 27000
#define PORT_CLIENT 27001
#define PORT_SERVER 27500
#define PORT_QUAKETV 27900
//=========================================
// out of band message id bytes
// M = master, S = server, C = client, A = any
// the second character will always be \n if the message isn't a single byte long (?? not true anymore?)
#define S2C_CHALLENGE 'c'
#define S2C_CONNECTION 'j'
#define A2A_PING 'k' // respond with an A2A_ACK
#define A2A_ACK 'l' // general acknowledgement without info
#define A2A_NACK 'm' // [+ comment] general failure
#define A2A_ECHO 'e' // for echoing
#define A2C_PRINT 'n' // print a message on client
#define S2M_HEARTBEAT 'a' // + serverinfo + userlist + fraglist
#define A2C_CLIENT_COMMAND 'B' // + command line
#define S2M_SHUTDOWN 'C'
//==================
// 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] [byte]
#define nq_svc_version 4 // [long] server version
#define nq_svc_setview 5 // [short] entity number
#define svc_sound 6 // <see code>
#define nq_svc_time 7 // [float] server time
#define svc_print 8 // [byte] id [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_serverdata 11 // [long] protocol ...
#define svc_lightstyle 12 // [byte] [string]
#define nq_svc_updatename 13 // [byte] [string]
#define svc_updatefrags 14 // [byte] [short]
#define nq_svc_clientdata 15 // <shortbits + data>
#define svc_stopsound 16 // <see code>
#define nq_svc_updatecolors 17 // [byte] [byte] [byte]
#define nq_svc_particle 18 // [vec3] <variable>
#define svc_damage 19
#define svc_spawnstatic 20
#define svc_fte_spawnstatic2 21 // @!@!@!
#define svc_spawnbaseline 22
#define svc_temp_entity 23 // variable
#define svc_setpause 24 // [byte] on / off
#define nq_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 // [vec3_t] origin [vec3_t] angle
#define svc_finale 31 // [string] text
#define svc_cdtrack 32 // [byte] track
#define svc_sellscreen 33
#define nq_svc_cutscene 34 // same as svc_smallkick
#define svc_smallkick 34 // set client punchangle to 2
#define svc_bigkick 35 // set client punchangle to 4
#define svc_updateping 36 // [byte] [short]
#define svc_updateentertime 37 // [byte] [float]
#define svc_updatestatlong 38 // [byte] [long]
#define svc_muzzleflash 39 // [short] entity
#define svc_updateuserinfo 40 // [byte] slot [long] uid
// [string] userinfo
#define svc_download 41 // [short] size [size bytes]
#define svc_playerinfo 42 // variable
#define svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8
#define svc_chokecount 44 // [byte] packets choked
#define svc_modellist 45 // [strings]
#define svc_soundlist 46 // [strings]
#define svc_packetentities 47 // [...]
#define svc_deltapacketentities 48 // [...]
#define svc_maxspeed 49 // maxspeed change, for prediction
#define svc_entgravity 50 // gravity change, for prediction
#define svc_setinfo 51 // setinfo on a client
#define svc_serverinfo 52 // serverinfo
#define svc_updatepl 53 // [byte] [byte]
#define svc_nails2 54 // [byte] num [52 bits] nxyzpy 8 12 12 12 4 8
// mvdsv extended svcs (for mvd playback)
#ifdef FTE_PEXT_MODELDBL
# define svc_fte_modellistshort 60 // [strings]
#endif // FTE_PEXT_MODELDBL
#define svc_fte_spawnbaseline2 66
#define svc_qizmovoice 83
#ifdef FTE_PEXT2_VOICECHAT
# define svc_fte_voicechat 84
#endif // FTE_PEXT2_VOICECHAT
//==============================================
// client to server
#define clc_bad 0
#define clc_nop 1
//define clc_doublemove 2
#define clc_move 3 // [[usercmd_t]
#define clc_stringcmd 4 // [string] message
#define clc_delta 5 // [byte] sequence number, requests delta compression of message
#define clc_tmove 6 // teleport request, spectator only
#define clc_upload 7 // teleport request, spectator only
#ifdef FTE_PEXT2_VOICECHAT
#define clc_voicechat 83 // FTE voice chat.
#endif // FTE_PEXT2_VOICECHAT
#ifdef MVD_PEXT1_SERVERSIDEWEAPON
#define clc_mvd_weapon 200 // server-side weapon selection
#endif // MVD_PEXT1_SERVERSIDEWEAPON
// these are used in mvd parsing of debug info, even if client doesn't support protocol itself
// selection options
#define clc_mvd_weapon_mode_presel 1 // preselect (don't send impulses until -attack/+attack)
#define clc_mvd_weapon_mode_iffiring 2 // don't wait for -attack before pre-selecting weapon
#define clc_mvd_weapon_forget_ranking 4 // forget priority list after initial selection (requires extra byte for age)
// hide options
#define clc_mvd_weapon_hide_axe 8 // on subsequent -attack, hide weapon and switch to axe
#define clc_mvd_weapon_hide_sg 16 // on subsequent -attack, hide weapon and switch to sg
#define clc_mvd_weapon_reset_on_death 32 // on death, go back to 2 1
#define clc_mvd_weapon_switching 64 // if not set, disable all server-side weapon switching
// others
#define clc_mvd_weapon_full_impulse 128 // if set, each weapon set as a byte, rather than packing two into one
//==============================================
// playerinfo flags from server
// playerinfo always sends: playernum, flags, origin[] and framenumber
#define PF_MSEC (1 << 0)
#define PF_COMMAND (1 << 1)
#define PF_VELOCITY1 (1 << 2)
#define PF_VELOCITY2 (1 << 3)
#define PF_VELOCITY3 (1 << 4)
#define PF_MODEL (1 << 5)
#define PF_SKINNUM (1 << 6)
#define PF_EFFECTS (1 << 7)
#define PF_WEAPONFRAME (1 << 8) // only sent for view player
#define PF_DEAD (1 << 9) // don't block movement any more
#define PF_GIB (1 << 10) // offset the view height differently
// bits 11..13 are player move type bits (ZQuake extension)
#define PF_PMC_SHIFT 11
#define PF_PMC_MASK 7
#define PF_ONGROUND (1<<14) // ZQuake extension
#define PF_SOLID (1<<15) // ZQuake extension
// encoded player move types
#define PMC_NORMAL 0 // normal ground movement
#define PMC_NORMAL_JUMP_HELD 1 // normal ground novement + jump_held
#define PMC_OLD_SPECTATOR 2 // fly through walls (QW compatibility mode)
#define PMC_SPECTATOR 3 // fly through walls
#define PMC_FLY 4 // fly, bump into walls
#define PMC_NONE 5 // can't move (client had better lerp the origin...)
#define PMC_LOCK 6 // server controls view angles
#define PMC_EXTRA3 7 // future extension
//==============================================
// if the high bit of the client to server byte is set, the low bits are
// client move cmd bits
// ms and angle2 are always sent, the others are optional
#define CM_ANGLE1 (1 << 0)
#define CM_ANGLE3 (1 << 1)
#define CM_FORWARD (1 << 2)
#define CM_SIDE (1 << 3)
#define CM_UP (1 << 4)
#define CM_BUTTONS (1 << 5)
#define CM_IMPULSE (1 << 6)
#define CM_ANGLE2 (1 << 7)
//==============================================
// Player flags in mvd demos.
// Should be in server.h but unfortunately shared with cl_demo.c.
#define DF_ORIGIN 1
#define DF_ANGLES (1 << 3)
#define DF_EFFECTS (1 << 6)
#define DF_SKINNUM (1 << 7)
#define DF_DEAD (1 << 8)
#define DF_GIB (1 << 9)
#define DF_WEAPONFRAME (1 << 10)
#define DF_MODEL (1 << 11)
//==============================================
// the first 16 bits of a packetentities update holds 9 bits of entity number and 7 bits of flags
// of entity number and 7 bits of flags
#define U_ORIGIN1 (1 << 9)
#define U_ORIGIN2 (1 << 10)
#define U_ORIGIN3 (1 << 11)
#define U_ANGLE2 (1 << 12)
#define U_FRAME (1 << 13)
#define U_REMOVE (1 << 14) // REMOVE this entity, don't add it
#define U_MOREBITS (1 << 15)
// if MOREBITS is set, these additional flags are read in next
#define U_ANGLE1 (1 << 0)
#define U_ANGLE3 (1 << 1)
#define U_MODEL (1 << 2)
#define U_COLORMAP (1 << 3)
#define U_SKIN (1 << 4)
#define U_EFFECTS (1 << 5)
#define U_SOLID (1 << 6) // the entity should be solid for prediction
#define U_CHECKMOREBITS ((1<<9) - 1) /* MVDSV compatibility */
//fte extensions
#ifdef PROTOCOL_VERSION_FTE
# define U_FTE_EVENMORE (1<<7) //extension info follows
# ifdef FTE_PEXT_SCALE
# define U_FTE_SCALE (1<<0) //scaler of alias models
# endif // FTE_PEXT_SCALE
# ifdef FTE_PEXT_TRANS
# define U_FTE_TRANS (1<<1) //transparency value
# define PF_TRANS_Z (1<<17)
# endif // FTE_PEXT_TRANS
# ifdef FTE_PEXT_FATNESS
# define U_FTE_FATNESS (1<<2) //byte describing how fat an alias model should be.
//moves verticies along normals
// Useful for vacuum chambers...
# endif // FTE_PEXT_FATNESS
# ifdef FTE_PEXT_MODELDBL
# define U_FTE_MODELDBL (1<<3) //extra bit for modelindexes
# endif // FTE_PEXT_MODELDBL
# define U_FTE_UNUSED1 (1<<4)
# ifdef FTE_PEXT_ENTITYDBL
# define U_FTE_ENTITYDBL (1<<5) //use an extra byte for origin parts, cos one of them is off
# endif // FTE_PEXT_ENTITYDBL
# ifdef FTE_PEXT_ENTITYDBL2
# define U_FTE_ENTITYDBL2 (1<<6) //use an extra byte for origin parts, cos one of them is off
# endif // FTE_PEXT_ENTITYDBL2
# define U_FTE_YETMORE (1<<7) //even more extension info stuff.
# define U_FTE_DRAWFLAGS (1<<8) //use an extra qbyte for origin parts, cos one of them is off
# define U_FTE_ABSLIGHT (1<<9) //Force a lightlevel
# define U_FTE_COLOURMOD (1<<10) //rgb
# define U_FTE_DPFLAGS (1<<11)
# define U_FTE_TAGINFO (1<<12)
# define U_FTE_LIGHT (1<<13)
# define U_FTE_EFFECTS16 (1<<14)
# define U_FTE_FARMORE (1<<15)
#endif // PROTOCOL_VERSION_FTE
//==============================================
// a sound with no channel is a local only sound
// the sound field has bits 0-2: channel, 3-12: entity
#define SND_VOLUME (1 << 15) // a byte
#define SND_ATTENUATION (1 << 14) // a byte
#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0
//==============================================
// svc_print messages have an id, so messages can be filtered
#define PRINT_LOW 0
#define PRINT_MEDIUM 1
#define PRINT_HIGH 2
#define PRINT_CHAT 3 // also go to chat buffer
//==============================================
// 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_BLOOD 12
#define TE_LIGHTNINGBLOOD 13
//==============================================
#define NQ_TE_EXPLOSION2 12
#define NQ_TE_BEAM 13
//==============================================
#define DEFAULT_VIEWHEIGHT 22
//==============================================
/*
==========================================================
ELEMENTS COMMUNICATED ACROSS THE NET
==========================================================
*/
#define MAX_CLIENTS 32
#define UPDATE_BACKUP 64 // copies of entity_state_t to keep buffered (must be power of two)
#define UPDATE_MASK (UPDATE_BACKUP - 1)
// entity_state_t is the information conveyed from the server
// in an update message
typedef struct entity_state_s {
int number; // edict index
int flags; // nolerp, etc
vec3_t origin;
vec3_t angles;
int modelindex;
int frame;
int colormap;
int skinnum;
int effects;
byte trans;
} entity_state_t;
#define MAX_PACKET_ENTITIES 64 // doesn't include nails
#define MAX_PEXT256_PACKET_ENTITIES 256 // up to 256 ents, look FTE_PEXT_256PACKETENTITIES
#define MAX_MVD_PACKET_ENTITIES 300 // !!! MUST not be less than any of above values!!!
typedef struct packet_entities_s {
int num_entities;
entity_state_t entities[MAX_MVD_PACKET_ENTITIES];
} packet_entities_t;
typedef struct usercmd_s {
byte msec;
vec3_t angles;
short forwardmove;
short sidemove;
short upmove;
byte buttons;
byte impulse;
} usercmd_t;
//==============================================
// usercmd button bits
#define BUTTON_ATTACK (1 << 0)
#define BUTTON_JUMP (1 << 1)
#define BUTTON_USE (1 << 2)
#define BUTTON_ATTACK2 (1 << 3)
//==============================================
// demo recording
// TODO: Make into an enum.
#define dem_cmd 0 // A user cmd movement message.
#define dem_read 1 // A net message.
#define dem_set 2 // Appears only once at the beginning of a demo,
// contains the outgoing / incoming sequence numbers at demo start.
#define dem_multiple 3 // MVD ONLY. This message is directed to several clients.
#define dem_single 4 // MVD ONLY. This message is directed to a single client.
#define dem_stats 5 // MVD ONLY. Stats update for a player.
#define dem_all 6 // MVD ONLY. This message is directed to all clients.
//==============================================
//
// Used for saving a temporary list of temp entities.
#ifndef SERVERONLY
# define MAX_TEMP_ENTITIES 32
typedef struct temp_entity_s {
vec3_t pos; // Position of temp entity.
float time; // Time of temp entity.
int type; // Type of temp entity.
} temp_entity_t;
typedef struct temp_entity_list_s {
temp_entity_t list[MAX_TEMP_ENTITIES];
int count;
} temp_entity_list_t;
#endif // !SERVERONLY
//==============================================
#ifdef MVD_PEXT1_HIDDEN_MESSAGES
// hidden messages inserted into .mvd files
// embedded in dem_multiple(0) - should be safely skipped in clients
// format is <int:length> <short:type>* where <type> is duplicated if 0xFFFF. <length> is length of the data packet, not the header
enum {
mvdhidden_antilag_position = 0x0000, // mvdhidden_antilag_position_header_t mvdhidden_antilag_position_t*
mvdhidden_usercmd = 0x0001, // <byte: playernum> <byte:dropnum> <byte: msec, vec3_t: angles, short[3]: forward side up> <byte: buttons> <byte: impulse>
mvdhidden_usercmd_weapons = 0x0002, // <byte: source playernum> <int: items> <byte[4]: ammo> <byte: result> <byte*: weapon priority (nul terminated)>
mvdhidden_demoinfo = 0x0003, // <short: block#> <byte[] content>
mvdhidden_commentary_track = 0x0004, // <byte: track#> [todo... <byte: audioformat> <string: short-name> <string: author(s)> <float: start-offset>?]
mvdhidden_commentary_data = 0x0005, // <byte: track#> [todo... format-specific]
mvdhidden_commentary_text_segment = 0x0006, // <byte: track#> [todo... <float: duration> <string: text (utf8)>]
mvdhidden_dmgdone = 0x0007, // <byte: type-flags> <short: damaged ent#> <short: damaged ent#> <short: damage>
mvdhidden_usercmd_weapons_ss = 0x0008, // (same format as mvdhidden_usercmd_weapons)
mvdhidden_usercmd_weapon_instruction = 0x0009, // <byte: playernum> <byte: flags> <int: sequence#> <int: mode> <byte[10]: weaponlist>
mvdhidden_paused_duration = 0x000A, // <byte: msec> ... actual time elapsed, not gametime (can be used to keep stream running) ... expected to be QTV only
mvdhidden_extended = 0xFFFF // doubt we'll ever get here: read next short...
};
#define sizeof_mvdhidden_block_header_t_usercmd (1 + 1 + 1 + 3 * 4 + 3 * 2 + 1 + 1)
#define sizeof_mvdhidden_usercmd_weapon_instruction (1 + 1 + 4 + 4 + 10)
typedef struct {
int length; // this is the number of bytes in the packet, not including this header
unsigned short type_id; // If 0xFFFF, read again to extend range
} mvdhidden_block_header_t;
#define sizeof_mvdhidden_block_header_t_range0 (4 + 2)
typedef struct {
byte playernum;
byte players;
unsigned int incoming_seq;
float server_time;
float target_time;
} mvdhidden_antilag_position_header_t;
#define sizeof_mvdhidden_antilag_position_header_t (1 + 1 + 4 + 4 + 4)
typedef struct {
float clientpos[3];
float pos[3];
byte playernum;
byte msec;
byte predmodel;
} mvdhidden_antilag_position_t;
#define sizeof_mvdhidden_antilag_position_t (12 + 12 + 1 + 1 + 1)
#define MVDHIDDEN_DMGDONE_SPLASHDAMAGE (1 << 15)
// mvdhidden_usercmd_weapon_instruction
#define MVDHIDDEN_SSWEAPON_PENDING 1
#define MVDHIDDEN_SSWEAPON_HIDE_AXE 2
#define MVDHIDDEN_SSWEAPON_HIDE_SG 4
#define MVDHIDDEN_SSWEAPON_HIDEONDEATH 8
#define MVDHIDDEN_SSWEAPON_WASFIRING 16
#define MVDHIDDEN_SSWEAPON_ENABLED 32
#define MVDHIDDEN_SSWEAPON_FORGETORDER 64
#endif // MVD_PEXT1_HIDDEN_MESSAGES
//==============================================
#define MAX_SCOREBOARDNAME 16
#define MAX_INFO_STRING 1024
#endif // __PROTOCOL_H__