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 // if the high bit of the servercmd is set, the low bits are fast update flags:
65 #define U_MOREBITS (1<<0)
66 #define U_ORIGIN1 (1<<1)
67 #define U_ORIGIN2 (1<<2)
68 #define U_ORIGIN3 (1<<3)
69 #define U_ANGLE2 (1<<4)
70 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
72 #define U_FRAME (1<<6)
73 // just differentiates from other updates
74 #define U_SIGNAL (1<<7)
76 #define U_ANGLE1 (1<<8)
77 #define U_ANGLE3 (1<<9)
78 #define U_MODEL (1<<10)
79 #define U_COLORMAP (1<<11)
80 #define U_SKIN (1<<12)
81 #define U_EFFECTS (1<<13)
82 #define U_LONGENTITY (1<<14)
84 // LordHavoc: protocol extension
85 #define U_EXTEND1 (1<<15)
86 // LordHavoc: first extend byte
87 #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)
88 #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)
89 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
90 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
91 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
92 #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)
93 // LordHavoc: colormod feature has been removed, because no one used it
94 #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...
95 #define U_EXTEND2 (1<<23) // another byte to follow
96 // LordHavoc: second extend byte
97 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
98 #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
99 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
100 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
101 #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)
102 #define U_UNUSED29 (1<<29) // future expansion
103 #define U_UNUSED30 (1<<30) // future expansion
104 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
106 #define SU_VIEWHEIGHT (1<<0)
107 #define SU_IDEALPITCH (1<<1)
108 #define SU_PUNCH1 (1<<2)
109 #define SU_PUNCH2 (1<<3)
110 #define SU_PUNCH3 (1<<4)
111 #define SU_VELOCITY1 (1<<5)
112 #define SU_VELOCITY2 (1<<6)
113 #define SU_VELOCITY3 (1<<7)
114 //define SU_AIMENT (1<<8) AVAILABLE BIT
115 #define SU_ITEMS (1<<9)
116 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
117 #define SU_INWATER (1<<11) // no data follows, the bit is it
118 #define SU_WEAPONFRAME (1<<12)
119 #define SU_ARMOR (1<<13)
120 #define SU_WEAPON (1<<14)
121 #define SU_EXTEND1 (1<<15)
123 #define SU_PUNCHVEC1 (1<<16)
124 #define SU_PUNCHVEC2 (1<<17)
125 #define SU_PUNCHVEC3 (1<<18)
126 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
127 #define SU_UNUSED20 (1<<20)
128 #define SU_UNUSED21 (1<<21)
129 #define SU_UNUSED22 (1<<22)
130 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
131 // second extend byte
132 #define SU_UNUSED24 (1<<24)
133 #define SU_UNUSED25 (1<<25)
134 #define SU_UNUSED26 (1<<26)
135 #define SU_UNUSED27 (1<<27)
136 #define SU_UNUSED28 (1<<28)
137 #define SU_UNUSED29 (1<<29)
138 #define SU_UNUSED30 (1<<30)
139 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
141 // a sound with no channel is a local only sound
142 #define SND_VOLUME (1<<0) // a byte
143 #define SND_ATTENUATION (1<<1) // a byte
144 #define SND_LOOPING (1<<2) // a long
145 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
146 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
149 // defaults for clientinfo messages
150 #define DEFAULT_VIEWHEIGHT 22
153 // game types sent by serverinfo
154 // these determine which intermission screen plays
156 #define GAME_DEATHMATCH 1
159 // note that there are some defs.qc that mirror to these numbers
160 // also related to svc_strings[] in cl_parse
168 #define svc_disconnect 2
169 #define svc_updatestat 3 // [byte] [long]
170 #define svc_version 4 // [long] server version
171 #define svc_setview 5 // [short] entity number
172 #define svc_sound 6 // <see code>
173 #define svc_time 7 // [float] server time
174 #define svc_print 8 // [string] null terminated string
175 #define svc_stufftext 9 // [string] stuffed into client's console buffer
176 // the string should be \n terminated
177 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
179 #define svc_serverinfo 11 // [long] version
180 // [string] signon string
181 // [string]..[0]model cache
182 // [string]...[0]sounds cache
183 #define svc_lightstyle 12 // [byte] [string]
184 #define svc_updatename 13 // [byte] [string]
185 #define svc_updatefrags 14 // [byte] [short]
186 #define svc_clientdata 15 // <shortbits + data>
187 #define svc_stopsound 16 // <see code>
188 #define svc_updatecolors 17 // [byte] [byte]
189 #define svc_particle 18 // [vec3] <variable>
190 #define svc_damage 19
192 #define svc_spawnstatic 20
193 // svc_spawnbinary 21
194 #define svc_spawnbaseline 22
196 #define svc_temp_entity 23
198 #define svc_setpause 24 // [byte] on / off
199 #define svc_signonnum 25 // [byte] used for the signon sequence
201 #define svc_centerprint 26 // [string] to put in center of the screen
203 #define svc_killedmonster 27
204 #define svc_foundsecret 28
206 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
208 #define svc_intermission 30 // [string] music
209 #define svc_finale 31 // [string] music [string] text
211 #define svc_cdtrack 32 // [byte] track [byte] looptrack
212 #define svc_sellscreen 33
214 #define svc_cutscene 34
216 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
217 #define svc_hidelmp 36 // [string] slotname
218 #define svc_skybox 37 // [string] skyname
220 // LordHavoc: my svc_ range, 50-59
221 #define svc_cgame 50 // [short] length [bytes] data
222 #define svc_unusedlh1 51
223 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
224 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
225 #define svc_sound2 54 // short soundindex instead of byte
226 #define svc_spawnbaseline2 55 // short modelindex instead of byte
227 #define svc_spawnstatic2 56 // short modelindex instead of byte
228 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
229 #define svc_unusedlh3 58
230 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
237 #define clc_disconnect 2
238 #define clc_move 3 // [usercmd_t]
239 #define clc_stringcmd 4 // [string] message
241 // LordHavoc: my clc_ range, 50-59
242 #define clc_ackentities 50 // [int] framenumber
243 #define clc_unusedlh1 51
244 #define clc_unusedlh2 52
245 #define clc_unusedlh3 53
246 #define clc_unusedlh4 54
247 #define clc_unusedlh5 55
248 #define clc_unusedlh6 56
249 #define clc_unusedlh7 57
250 #define clc_unusedlh8 58
251 #define clc_unusedlh9 59
254 // temp entity events
256 #define TE_SPIKE 0 // [vector] origin
257 #define TE_SUPERSPIKE 1 // [vector] origin
258 #define TE_GUNSHOT 2 // [vector] origin
259 #define TE_EXPLOSION 3 // [vector] origin
260 #define TE_TAREXPLOSION 4 // [vector] origin
261 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
262 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
263 #define TE_WIZSPIKE 7 // [vector] origin
264 #define TE_KNIGHTSPIKE 8 // [vector] origin
265 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
266 #define TE_LAVASPLASH 10 // [vector] origin
267 #define TE_TELEPORT 11 // [vector] origin
268 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
271 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
274 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
275 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
276 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
278 // LordHavoc: added some TE_ codes (block1 - 50-60)
279 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
280 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
281 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
282 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
283 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
284 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
285 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
286 #define TE_GUNSHOTQUAD 57 // [vector] origin
287 #define TE_SPIKEQUAD 58 // [vector] origin
288 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
289 // LordHavoc: block2 - 70-80
290 #define TE_EXPLOSIONQUAD 70 // [vector] origin
291 #define TE_UNUSED1 71 // unused
292 #define TE_SMALLFLASH 72 // [vector] origin
293 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
294 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
295 #define TE_PLASMABURN 75 // [vector] origin
296 // LordHavoc: Tei grabbed these codes
297 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
298 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
299 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
300 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
303 // these are bits for the 'flags' field of the entity_state_t
304 #define RENDER_STEP 1
305 #define RENDER_GLOWTRAIL 2
306 #define RENDER_VIEWMODEL 4
307 #define RENDER_EXTERIORMODEL 8
308 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
309 #define RENDER_COLORMAPPED 32
310 #define RENDER_SHADOW 64 // cast shadow
311 #define RENDER_LIGHT 128 // receive light
315 double time; // time this state was built
318 int number; // entity number this state is for
319 unsigned short active; // true if a valid state
320 unsigned short modelindex;
321 unsigned short frame;
322 unsigned short effects;
323 unsigned short tagentity;
324 unsigned short specialvisibilityradius; // larger if it has effects/light
325 unsigned short viewmodelforclient;
326 unsigned short exteriormodelforclient;
327 unsigned short nodrawtoclient;
328 unsigned short drawonlytoclient;
329 unsigned short light[4]; // color*256 (0.00 to almost 64.00), and radius*1
333 qbyte skin; // also chooses cubemap for rtlights if there is no model
340 // padding to a multiple of 8 bytes (to align the double time)
347 server updates entities according to some (unmentioned) scheme.
349 a frame consists of all visible entities, some of which are up to date,
350 often some are not up to date.
352 these entities are stored in a range (firstentity/endentity) of structs in the
355 to make a commit the server performs these steps:
356 1. duplicate oldest frame in database (this is the baseline) as new frame, and
357 write frame numbers (oldest frame's number, new frame's number) and eye
358 location to network packet (eye location is obsolete and will be removed in
360 2. write an entity change to packet and modify new frame accordingly
361 (this repeats until packet is sufficiently full or new frame is complete)
362 3. write terminator (0xFFFF) to network packet
363 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
365 to read a commit the client performs these steps:
366 1. reads frame numbers from packet and duplicates baseline frame as new frame,
367 also reads eye location but does nothing with it (obsolete).
368 2. delete frames older than the baseline which was used
369 3. read entity changes from packet until terminator (0xFFFF) is encountered,
370 each change is applied to entity frame.
371 4. sends ack framenumber to server as part of input packet
373 if server receives ack message in put packet it performs these steps:
374 1. remove all older frames from database.
379 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).
381 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
383 to make a commit the server performs these steps:
384 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.
386 This documention is unfinished!
387 the Write function performs these steps:
388 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.
389 2. write differences of an entity compared to selected baseline.
390 3. add entity to entity update in database.
391 4. if there are more entities to write and packet is not full, go back to step 2.
392 5. write terminator (0xFFFF) as entity number.
399 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
406 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
407 int endentity; // index into entitydata, firstentity + numentities
411 #define MAX_ENTITY_HISTORY 64
412 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
416 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
417 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
418 // when removing updates from database, nudge down frames array to only contain useful frames
419 // this logic should explain better:
420 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
422 // note: if numframes == 0, insert at start (0 in entitydata)
423 // the only reason this system is used is to avoid copying memory when frames are removed
425 // server only: last acknowledged frame
427 // the current state in the database
429 // table of entities in the entityhistorydata
430 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
432 entity_state_t entitydata[MAX_ENTITY_DATABASE];
436 // build entity data in this, to pass to entity read/write functions
445 entity_state_t entitydata[MAX_ENTITY_DATABASE];
449 // LordHavoc: these are in approximately sorted order, according to cost and
450 // likelyhood of being used for numerous objects in a frame
452 // note that the bytes are not written/read in this order, this is only the
453 // order of the bits to minimize overhead from extend bytes
455 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
456 #define E_ORIGIN1 (1<<0)
457 #define E_ORIGIN2 (1<<1)
458 #define E_ORIGIN3 (1<<2)
459 #define E_ANGLE1 (1<<3)
460 #define E_ANGLE2 (1<<4)
461 #define E_ANGLE3 (1<<5)
462 #define E_MODEL1 (1<<6)
463 #define E_EXTEND1 (1<<7)
465 // enough to describe almost anything
466 #define E_FRAME1 (1<<8)
467 #define E_EFFECTS1 (1<<9)
468 #define E_ALPHA (1<<10)
469 #define E_SCALE (1<<11)
470 #define E_COLORMAP (1<<12)
471 #define E_SKIN (1<<13)
472 #define E_FLAGS (1<<14)
473 #define E_EXTEND2 (1<<15)
475 // players, custom color glows, high model numbers
476 #define E_FRAME2 (1<<16)
477 #define E_MODEL2 (1<<17)
478 #define E_EFFECTS2 (1<<18)
479 #define E_GLOWSIZE (1<<19)
480 #define E_GLOWCOLOR (1<<20)
481 #define E_LIGHT (1<<21)
482 #define E_LIGHTPFLAGS (1<<22)
483 #define E_EXTEND3 (1<<23)
485 #define E_SOUND1 (1<<24)
486 #define E_SOUNDVOL (1<<25)
487 #define E_SOUNDATTEN (1<<26)
488 #define E_TAGATTACHMENT (1<<27)
489 #define E_LIGHTSTYLE (1<<28)
490 #define E_UNUSED6 (1<<29)
491 #define E_UNUSED7 (1<<30)
492 #define E_EXTEND4 (1<<31)
494 // clears a state to baseline values
495 void ClearStateToDefault(entity_state_t *s);
496 // used by some of the DP protocols
497 void EntityState_Write(entity_state_t *ent, sizebuf_t *msg, entity_state_t *delta);
499 // (server) clears the database to contain no frames (thus delta compression
500 // compresses against nothing)
501 void EntityFrame_ClearDatabase(entity_database_t *d);
502 // (server and client) removes frames older than 'frame' from database
503 void EntityFrame_AckFrame(entity_database_t *d, int frame);
504 // (server) clears frame, to prepare for adding entities
505 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
506 // (server) adds an entity to frame
507 void EntityFrame_AddEntity(entity_frame_t *f, entity_state_t *s);
508 // (server and client) reads a frame from the database
509 void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
510 // (server and client) adds a entity_frame to the database, for future
512 void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f);
513 // (server) writes a frame to network stream
514 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
515 // (client) reads a frame from network stream
516 void EntityFrame_Read(entity_database_t *d);
517 // (client) returns the frame number of the most recent frame recieved
518 int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
520 typedef struct entity_database4_commit_s
522 // frame number this commit represents
524 // number of entities in entity[] array
526 // maximum number of entities in entity[] array (dynamic resizing)
528 entity_state_t *entity;
530 entity_database4_commit_t;
532 typedef struct entity_database4_s
534 // what mempool to use for allocations
537 int referenceframenum;
538 // reference entities array is resized according to demand
539 int maxreferenceentities;
540 // array of states for entities, these are indexable by their entity number (yes there are gaps)
541 entity_state_t *referenceentity;
542 // commits waiting to be applied to the reference database when confirmed
543 // (commit[i]->numentities == 0 means it is empty)
544 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
545 // (server only) the current commit being worked on
546 entity_database4_commit_t *currentcommit;
547 // (server only) if a commit won't fit entirely, continue where it left
549 int currententitynumber;
550 // (client only) most recently received frame number to be sent in next
556 // should-be-private functions that aren't
557 entity_state_t *EntityFrame4_GetReferenceEntity(entity_database4_t *d, int number);
558 void EntityFrame4_AddCommitEntity(entity_database4_t *d, entity_state_t *s);
560 // allocate a database
561 entity_database4_t *EntityFrame4_AllocDatabase(mempool_t *pool);
563 void EntityFrame4_FreeDatabase(entity_database4_t *d);
564 // reset a database (resets compression but does not reallocate anything)
565 void EntityFrame4_ResetDatabase(entity_database4_t *d);
566 // updates database to account for a frame-received acknowledgment
567 int EntityFrame4_AckFrame(entity_database4_t *d, int framenum);
569 // write an entity in the frame
570 // returns false if full
571 int EntityFrame4_SV_WriteFrame_Entity(entity_database4_t *d, sizebuf_t *msg, int maxbytes, entity_state_t *s);
573 // reads a frame from the network stream
574 void EntityFrame4_CL_ReadFrame(entity_database4_t *d);
576 extern cvar_t developer_networkentities;