// effects/model (can be used as model flags or entity effects)
#define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :)
#define EF_FULLBRIGHT 512 // LordHavoc: fullbright
+#define EF_FLAME 1024 // LordHavoc: on fire
// if the high bit of the servercmd is set, the low bits are fast update flags:
#define U_MOREBITS (1<<0)
#define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
#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
#define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
-#define U_UNUSED27 (1<<27) // future expansion
+#define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
#define U_UNUSED28 (1<<28) // future expansion
#define U_UNUSED29 (1<<29) // future expansion
#define U_UNUSED30 (1<<30) // future expansion
#define SU_WEAPONFRAME (1<<12)
#define SU_ARMOR (1<<13)
#define SU_WEAPON (1<<14)
+#define SU_EXTEND1 (1<<15)
+// first extend byte
+#define SU_PUNCHVEC1 (1<<16)
+#define SU_PUNCHVEC2 (1<<17)
+#define SU_PUNCHVEC3 (1<<18)
+#define SU_UNUSED19 (1<<19)
+#define SU_UNUSED20 (1<<20)
+#define SU_UNUSED21 (1<<21)
+#define SU_UNUSED22 (1<<22)
+#define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
+// second extend byte
+#define SU_UNUSED24 (1<<24)
+#define SU_UNUSED25 (1<<25)
+#define SU_UNUSED26 (1<<26)
+#define SU_UNUSED27 (1<<27)
+#define SU_UNUSED28 (1<<28)
+#define SU_UNUSED29 (1<<29)
+#define SU_UNUSED30 (1<<30)
+#define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
// a sound with no channel is a local only sound
#define SND_VOLUME (1<<0) // a byte
#define svc_cutscene 34
-#define svc_showlmp 35 // [string] slotname [string] lmpfilename [coord] x [coord] y
+#define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
#define svc_hidelmp 36 // [string] slotname
-#define svc_skybox 37 // [string] skyname
-#define svc_farclip 50 // [coord] size (default is 6144)
-#define svc_fog 51 // [byte] enable <optional past this point, only included if enable is true> [float] density [byte] red [byte] green [byte] blue
-#define svc_playerposition 52 // only used in dpprotocol mode
+#define svc_unused1
+#define svc_fog 51 // unfinished
+#define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
+#define svc_effect2 53 // [vector] org [short] modelindex [byte] startframe [byte] framecount [byte] framerate
+#define svc_sound2 54 // short soundindex instead of byte
+#define svc_spawnbaseline2 55 // short modelindex instead of byte
+#define svc_spawnstatic2 56 // short modelindex instead of byte
//
// client to server
#define TE_SUPERSPIKEQUAD 59 // [vector] origin
// LordHavoc: block2 - 70-80
#define TE_EXPLOSIONQUAD 70 // [vector] origin
+#define TE_BLOOD2 71 // [vector] origin
+#define TE_SMALLFLASH 72 // [vector] origin
+#define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
+#define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count