2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // protocol.h -- communications protocols
25 #define PROTOCOL_QUAKE 15
26 #define PROTOCOL_NEHAHRAMOVIE 250
27 #define PROTOCOL_DARKPLACES1 96
28 #define PROTOCOL_DARKPLACES2 97
29 // LordHavoc: I think the 96-99 range was going to run out too soon...
30 // so here I jump to 3500
31 #define PROTOCOL_DARKPLACES3 3500
32 #define PROTOCOL_DARKPLACES4 3501
33 #define PROTOCOL_DARKPLACES5 3502
36 #define EF_ROCKET 1 // leave a trail
37 #define EF_GRENADE 2 // leave a trail
38 #define EF_GIB 4 // leave a trail
39 #define EF_ROTATE 8 // rotate (bonus items)
40 #define EF_TRACER 16 // green split trail
41 #define EF_ZOMGIB 32 // small blood trail
42 #define EF_TRACER2 64 // orange split trail + rotate
43 #define EF_TRACER3 128 // purple trail
45 #define EF_BRIGHTFIELD 1
46 #define EF_MUZZLEFLASH 2
47 #define EF_BRIGHTLIGHT 4
50 #define EF_ADDITIVE 32
53 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
54 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
55 // effects/model (can be used as model flags or entity effects)
56 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
57 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
58 #define EF_FLAME 1024 // LordHavoc: on fire
59 #define EF_STARDUST 2048 // LordHavoc: showering sparks
60 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
62 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
64 // flags for the pflags field of entities
65 #define PFLAGS_NOSHADOW 1
66 #define PFLAGS_CORONA 2
67 #define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored
69 // if the high bit of the servercmd is set, the low bits are fast update flags:
70 #define U_MOREBITS (1<<0)
71 #define U_ORIGIN1 (1<<1)
72 #define U_ORIGIN2 (1<<2)
73 #define U_ORIGIN3 (1<<3)
74 #define U_ANGLE2 (1<<4)
75 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
77 #define U_FRAME (1<<6)
78 // just differentiates from other updates
79 #define U_SIGNAL (1<<7)
81 #define U_ANGLE1 (1<<8)
82 #define U_ANGLE3 (1<<9)
83 #define U_MODEL (1<<10)
84 #define U_COLORMAP (1<<11)
85 #define U_SKIN (1<<12)
86 #define U_EFFECTS (1<<13)
87 #define U_LONGENTITY (1<<14)
89 // LordHavoc: protocol extension
90 #define U_EXTEND1 (1<<15)
91 // LordHavoc: first extend byte
92 #define U_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
93 #define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
94 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
95 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
96 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
97 #define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
98 // LordHavoc: colormod feature has been removed, because no one used it
99 #define U_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
100 #define U_EXTEND2 (1<<23) // another byte to follow
101 // LordHavoc: second extend byte
102 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
103 #define U_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
104 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
105 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
106 #define U_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
107 #define U_UNUSED29 (1<<29) // future expansion
108 #define U_UNUSED30 (1<<30) // future expansion
109 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
111 #define SU_VIEWHEIGHT (1<<0)
112 #define SU_IDEALPITCH (1<<1)
113 #define SU_PUNCH1 (1<<2)
114 #define SU_PUNCH2 (1<<3)
115 #define SU_PUNCH3 (1<<4)
116 #define SU_VELOCITY1 (1<<5)
117 #define SU_VELOCITY2 (1<<6)
118 #define SU_VELOCITY3 (1<<7)
119 //define SU_AIMENT (1<<8) AVAILABLE BIT
120 #define SU_ITEMS (1<<9)
121 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
122 #define SU_INWATER (1<<11) // no data follows, the bit is it
123 #define SU_WEAPONFRAME (1<<12)
124 #define SU_ARMOR (1<<13)
125 #define SU_WEAPON (1<<14)
126 #define SU_EXTEND1 (1<<15)
128 #define SU_PUNCHVEC1 (1<<16)
129 #define SU_PUNCHVEC2 (1<<17)
130 #define SU_PUNCHVEC3 (1<<18)
131 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
132 #define SU_UNUSED20 (1<<20)
133 #define SU_UNUSED21 (1<<21)
134 #define SU_UNUSED22 (1<<22)
135 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
136 // second extend byte
137 #define SU_UNUSED24 (1<<24)
138 #define SU_UNUSED25 (1<<25)
139 #define SU_UNUSED26 (1<<26)
140 #define SU_UNUSED27 (1<<27)
141 #define SU_UNUSED28 (1<<28)
142 #define SU_UNUSED29 (1<<29)
143 #define SU_UNUSED30 (1<<30)
144 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
146 // a sound with no channel is a local only sound
147 #define SND_VOLUME (1<<0) // a byte
148 #define SND_ATTENUATION (1<<1) // a byte
149 #define SND_LOOPING (1<<2) // a long
150 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
151 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
154 // defaults for clientinfo messages
155 #define DEFAULT_VIEWHEIGHT 22
158 // game types sent by serverinfo
159 // these determine which intermission screen plays
161 #define GAME_DEATHMATCH 1
164 // note that there are some defs.qc that mirror to these numbers
165 // also related to svc_strings[] in cl_parse
173 #define svc_disconnect 2
174 #define svc_updatestat 3 // [byte] [long]
175 #define svc_version 4 // [long] server version
176 #define svc_setview 5 // [short] entity number
177 #define svc_sound 6 // <see code>
178 #define svc_time 7 // [float] server time
179 #define svc_print 8 // [string] null terminated string
180 #define svc_stufftext 9 // [string] stuffed into client's console buffer
181 // the string should be \n terminated
182 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
184 #define svc_serverinfo 11 // [long] version
185 // [string] signon string
186 // [string]..[0]model cache
187 // [string]...[0]sounds cache
188 #define svc_lightstyle 12 // [byte] [string]
189 #define svc_updatename 13 // [byte] [string]
190 #define svc_updatefrags 14 // [byte] [short]
191 #define svc_clientdata 15 // <shortbits + data>
192 #define svc_stopsound 16 // <see code>
193 #define svc_updatecolors 17 // [byte] [byte]
194 #define svc_particle 18 // [vec3] <variable>
195 #define svc_damage 19
197 #define svc_spawnstatic 20
198 // svc_spawnbinary 21
199 #define svc_spawnbaseline 22
201 #define svc_temp_entity 23
203 #define svc_setpause 24 // [byte] on / off
204 #define svc_signonnum 25 // [byte] used for the signon sequence
206 #define svc_centerprint 26 // [string] to put in center of the screen
208 #define svc_killedmonster 27
209 #define svc_foundsecret 28
211 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
213 #define svc_intermission 30 // [string] music
214 #define svc_finale 31 // [string] music [string] text
216 #define svc_cdtrack 32 // [byte] track [byte] looptrack
217 #define svc_sellscreen 33
219 #define svc_cutscene 34
221 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
222 #define svc_hidelmp 36 // [string] slotname
223 #define svc_skybox 37 // [string] skyname
225 // LordHavoc: my svc_ range, 50-59
226 #define svc_cgame 50 // [short] length [bytes] data
227 #define svc_unusedlh1 51
228 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
229 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
230 #define svc_sound2 54 // short soundindex instead of byte
231 #define svc_spawnbaseline2 55 // short modelindex instead of byte
232 #define svc_spawnstatic2 56 // short modelindex instead of byte
233 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
234 #define svc_unusedlh3 58
235 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
242 #define clc_disconnect 2
243 #define clc_move 3 // [usercmd_t]
244 #define clc_stringcmd 4 // [string] message
246 // LordHavoc: my clc_ range, 50-59
247 #define clc_ackentities 50 // [int] framenumber
248 #define clc_unusedlh1 51
249 #define clc_unusedlh2 52
250 #define clc_unusedlh3 53
251 #define clc_unusedlh4 54
252 #define clc_unusedlh5 55
253 #define clc_unusedlh6 56
254 #define clc_unusedlh7 57
255 #define clc_unusedlh8 58
256 #define clc_unusedlh9 59
259 // temp entity events
261 #define TE_SPIKE 0 // [vector] origin
262 #define TE_SUPERSPIKE 1 // [vector] origin
263 #define TE_GUNSHOT 2 // [vector] origin
264 #define TE_EXPLOSION 3 // [vector] origin
265 #define TE_TAREXPLOSION 4 // [vector] origin
266 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
267 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
268 #define TE_WIZSPIKE 7 // [vector] origin
269 #define TE_KNIGHTSPIKE 8 // [vector] origin
270 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
271 #define TE_LAVASPLASH 10 // [vector] origin
272 #define TE_TELEPORT 11 // [vector] origin
273 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
276 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
279 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
280 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
281 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
283 // LordHavoc: added some TE_ codes (block1 - 50-60)
284 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
285 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
286 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
287 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
288 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
289 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
290 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
291 #define TE_GUNSHOTQUAD 57 // [vector] origin
292 #define TE_SPIKEQUAD 58 // [vector] origin
293 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
294 // LordHavoc: block2 - 70-80
295 #define TE_EXPLOSIONQUAD 70 // [vector] origin
296 #define TE_UNUSED1 71 // unused
297 #define TE_SMALLFLASH 72 // [vector] origin
298 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
299 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
300 #define TE_PLASMABURN 75 // [vector] origin
301 // LordHavoc: Tei grabbed these codes
302 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
303 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
304 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
305 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
308 // these are bits for the 'flags' field of the entity_state_t
309 #define RENDER_STEP 1
310 #define RENDER_GLOWTRAIL 2
311 #define RENDER_VIEWMODEL 4
312 #define RENDER_EXTERIORMODEL 8
313 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
314 #define RENDER_COLORMAPPED 32
315 #define RENDER_SHADOW 64 // cast shadow
316 #define RENDER_LIGHT 128 // receive light
320 double time; // time this state was built
323 int number; // entity number this state is for
324 unsigned short active; // true if a valid state
325 unsigned short modelindex;
326 unsigned short frame;
327 unsigned short effects;
328 unsigned short tagentity;
329 unsigned short specialvisibilityradius; // larger if it has effects/light
330 unsigned short viewmodelforclient;
331 unsigned short exteriormodelforclient;
332 unsigned short nodrawtoclient;
333 unsigned short drawonlytoclient;
334 unsigned short light[4]; // color*256 (0.00 to almost 64.00), and radius*1
338 qbyte skin; // also chooses cubemap for rtlights if there is no model
345 // padding to a multiple of 8 bytes (to align the double time)
352 server updates entities according to some (unmentioned) scheme.
354 a frame consists of all visible entities, some of which are up to date,
355 often some are not up to date.
357 these entities are stored in a range (firstentity/endentity) of structs in the
360 to make a commit the server performs these steps:
361 1. duplicate oldest frame in database (this is the baseline) as new frame, and
362 write frame numbers (oldest frame's number, new frame's number) and eye
363 location to network packet (eye location is obsolete and will be removed in
365 2. write an entity change to packet and modify new frame accordingly
366 (this repeats until packet is sufficiently full or new frame is complete)
367 3. write terminator (0xFFFF) to network packet
368 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
370 to read a commit the client performs these steps:
371 1. reads frame numbers from packet and duplicates baseline frame as new frame,
372 also reads eye location but does nothing with it (obsolete).
373 2. delete frames older than the baseline which was used
374 3. read entity changes from packet until terminator (0xFFFF) is encountered,
375 each change is applied to entity frame.
376 4. sends ack framenumber to server as part of input packet
378 if server receives ack message in put packet it performs these steps:
379 1. remove all older frames from database.
384 a frame consists of some visible entities in a range (this is stored as start and end, note that end may be less than start if it wrapped).
386 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
388 to make a commit the server performs these steps:
389 1. build an entity_frame_t using appropriate functions, containing (some of) the visible entities, this is passed to the Write function to send it.
391 This documention is unfinished!
392 the Write function performs these steps:
393 1. check if entity frame is larger than MAX_ENTITYFRAME or is larger than available space in database, if so the baseline is defaults, otherwise it is the current baseline of the database.
394 2. write differences of an entity compared to selected baseline.
395 3. add entity to entity update in database.
396 4. if there are more entities to write and packet is not full, go back to step 2.
397 5. write terminator (0xFFFF) as entity number.
404 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
411 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
412 int endentity; // index into entitydata, firstentity + numentities
416 #define MAX_ENTITY_HISTORY 64
417 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
421 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
422 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
423 // when removing updates from database, nudge down frames array to only contain useful frames
424 // this logic should explain better:
425 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
427 // note: if numframes == 0, insert at start (0 in entitydata)
428 // the only reason this system is used is to avoid copying memory when frames are removed
430 // server only: last acknowledged frame
432 // the current state in the database
434 // table of entities in the entityhistorydata
435 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
437 entity_state_t entitydata[MAX_ENTITY_DATABASE];
441 // build entity data in this, to pass to entity read/write functions
450 entity_state_t entitydata[MAX_ENTITY_DATABASE];
454 // LordHavoc: these are in approximately sorted order, according to cost and
455 // likelyhood of being used for numerous objects in a frame
457 // note that the bytes are not written/read in this order, this is only the
458 // order of the bits to minimize overhead from extend bytes
460 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
461 #define E_ORIGIN1 (1<<0)
462 #define E_ORIGIN2 (1<<1)
463 #define E_ORIGIN3 (1<<2)
464 #define E_ANGLE1 (1<<3)
465 #define E_ANGLE2 (1<<4)
466 #define E_ANGLE3 (1<<5)
467 #define E_MODEL1 (1<<6)
468 #define E_EXTEND1 (1<<7)
470 // enough to describe almost anything
471 #define E_FRAME1 (1<<8)
472 #define E_EFFECTS1 (1<<9)
473 #define E_ALPHA (1<<10)
474 #define E_SCALE (1<<11)
475 #define E_COLORMAP (1<<12)
476 #define E_SKIN (1<<13)
477 #define E_FLAGS (1<<14)
478 #define E_EXTEND2 (1<<15)
480 // players, custom color glows, high model numbers
481 #define E_FRAME2 (1<<16)
482 #define E_MODEL2 (1<<17)
483 #define E_EFFECTS2 (1<<18)
484 #define E_GLOWSIZE (1<<19)
485 #define E_GLOWCOLOR (1<<20)
486 #define E_LIGHT (1<<21)
487 #define E_LIGHTPFLAGS (1<<22)
488 #define E_EXTEND3 (1<<23)
490 #define E_SOUND1 (1<<24)
491 #define E_SOUNDVOL (1<<25)
492 #define E_SOUNDATTEN (1<<26)
493 #define E_TAGATTACHMENT (1<<27)
494 #define E_LIGHTSTYLE (1<<28)
495 #define E_UNUSED6 (1<<29)
496 #define E_UNUSED7 (1<<30)
497 #define E_EXTEND4 (1<<31)
499 // clears a state to baseline values
500 void ClearStateToDefault(entity_state_t *s);
501 // used by some of the DP protocols
502 void EntityState_Write(entity_state_t *ent, sizebuf_t *msg, entity_state_t *delta);
504 // (server) clears the database to contain no frames (thus delta compression
505 // compresses against nothing)
506 void EntityFrame_ClearDatabase(entity_database_t *d);
507 // (server and client) removes frames older than 'frame' from database
508 void EntityFrame_AckFrame(entity_database_t *d, int frame);
509 // (server) clears frame, to prepare for adding entities
510 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
511 // (server) adds an entity to frame
512 void EntityFrame_AddEntity(entity_frame_t *f, entity_state_t *s);
513 // (server and client) reads a frame from the database
514 void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
515 // (server and client) adds a entity_frame to the database, for future
517 void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f);
518 // (server) writes a frame to network stream
519 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
520 // (client) reads a frame from network stream
521 void EntityFrame_Read(entity_database_t *d);
522 // (client) returns the frame number of the most recent frame recieved
523 int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
525 typedef struct entity_database4_commit_s
527 // frame number this commit represents
529 // number of entities in entity[] array
531 // maximum number of entities in entity[] array (dynamic resizing)
533 entity_state_t *entity;
535 entity_database4_commit_t;
537 typedef struct entity_database4_s
539 // what mempool to use for allocations
542 int referenceframenum;
543 // reference entities array is resized according to demand
544 int maxreferenceentities;
545 // array of states for entities, these are indexable by their entity number (yes there are gaps)
546 entity_state_t *referenceentity;
547 // commits waiting to be applied to the reference database when confirmed
548 // (commit[i]->numentities == 0 means it is empty)
549 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
550 // (server only) the current commit being worked on
551 entity_database4_commit_t *currentcommit;
552 // (server only) if a commit won't fit entirely, continue where it left
554 int currententitynumber;
555 // (client only) most recently received frame number to be sent in next
561 // should-be-private functions that aren't
562 entity_state_t *EntityFrame4_GetReferenceEntity(entity_database4_t *d, int number);
563 void EntityFrame4_AddCommitEntity(entity_database4_t *d, entity_state_t *s);
565 // allocate a database
566 entity_database4_t *EntityFrame4_AllocDatabase(mempool_t *pool);
568 void EntityFrame4_FreeDatabase(entity_database4_t *d);
569 // reset a database (resets compression but does not reallocate anything)
570 void EntityFrame4_ResetDatabase(entity_database4_t *d);
571 // updates database to account for a frame-received acknowledgment
572 int EntityFrame4_AckFrame(entity_database4_t *d, int framenum);
574 // write an entity in the frame
575 // returns false if full
576 int EntityFrame4_SV_WriteFrame_Entity(entity_database4_t *d, sizebuf_t *msg, int maxbytes, entity_state_t *s);
578 // reads a frame from the network stream
579 void EntityFrame4_CL_ReadFrame(entity_database4_t *d);
581 extern cvar_t developer_networkentities;