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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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// NOTE: Be very careful when editing this file as it will change the network version
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#ifndef GAME_PROTOCOL_H
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#define GAME_PROTOCOL_H
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#include <game/generated/g_protocol.h>
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OBJTYPE_PLAYER_CHARACTER, // use this if you are searching for the player entity
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EVENT_DAMAGEINDICATION,
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MSG_SAY, // client -> server
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MSG_CHAT, // server -> client
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MSG_SETINFO, // server -> client - contains name, skin and color info
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MSG_KILLMSG, // server -> client
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MSG_STARTINFO, // client -> server
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MSG_CHANGEINFO, // client -> server
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MSG_READY_TO_ENTER, // server -> client
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MSG_EXTRA_PROJECTILE, // server -> client
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INPUT_STATE_MASK=0x1f,
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PLAYERSTATE_UNKNOWN=0,
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struct ev_explosion : public ev_common
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struct ev_spawn : public ev_common
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struct ev_death : public ev_common
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struct ev_sound : public ev_common
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struct ev_damageind : public ev_common
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int round_start_tick;
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struct obj_projectile
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int vx, vy; // should be an angle instead
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int type; // why do we need two types?
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int carried_by; // is set if the local player has the flag
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// core object needed for physics
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struct obj_player_core
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int hook_dx, hook_dy;
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// info about the player that is only needed when it's on screen
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struct obj_player_character : public obj_player_core
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int weapon; // current active weapon
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int attacktick; // num attack ticks left of current attack
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// information about the player that is always needed
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struct obj_player_info