.clc = &netmsg_base_clc
};
+protocol_t protocol_fitzquake =
+{
+ .name = "FITZQUAKE",
+ .num = 666,
+ .max_edicts = MAX_EDICTS,
+ .WriteCoord = MSG_WriteCoord13i,
+ .WriteAngle = MSG_WriteAngle16i,
+ .WriteVector = MSG_WriteVector13i,
+ .ReadCoord = MSG_ReadCoord13i,
+ .ReadAngle = MSG_ReadAngle16i,
+ .ReadVector = MSG_ReadVector13i
+ //.ReadFrame = EntityFrameFQ_CL_ReadFrame,
+ //.svc = &netmsg_fitzquake_svc,
+ //.clc = &netmsg_base_clc
+};
+
protocol_t *protocols[] =
{
&protocol_netquake,
&protocol_nehahrabjp,
&protocol_nehahrabjp2,
&protocol_nehahrabjp3,
+ &protocol_fitzquake,
NULL
};
PROTOCOL_DARKPLACES1 = 96, ///< uses EntityFrame entity snapshot encoder/decoder which is a QuakeWorld-like entity snapshot delta compression method
PROTOCOL_DARKPLACES2 = 97, ///< various changes
PROTOCOL_NEHAHRAMOVIE = 250, ///< Nehahra movie protocol, a big nasty hack dating back to early days of the Quake Standards Group (but only ever used by neh_gl.exe), this is potentially backwards compatible with quake protocol as long as no extended features are used (but in actuality the neh_gl.exe which wrote this protocol ALWAYS wrote the extended information)
+ PROTOCOL_FITZQUAKE = 666, ///< Fitzquake protocol, used by Quakespasm
PROTOCOL_DARKPLACES3 = 3500, ///< uses EntityFrame4 entity snapshot encoder/decoder which is broken, this attempted to do partial snapshot updates on a QuakeWorld-like protocol, but it is broken and impossible to fix
PROTOCOL_DARKPLACES4 = 3501, ///< various changes
PROTOCOL_DARKPLACES5 = 3502, ///< uses EntityFrame5 entity snapshot encoder/decoder which is based on a Tribes networking article at http://www.garagegames.com/articles/networking1/