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In Sim

The document outlines the InSim protocol for communication between external programs and the Live for Speed (LFS) racing simulator, detailing packet structures, initialization procedures, and version updates. It includes information on packet types, flags for options, and changes made in various versions, enhancing functionalities such as player handicaps, car control, and message handling. The document serves as a technical reference for developers integrating with the LFS InSim system.

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0% found this document useful (0 votes)
15 views54 pages

In Sim

The document outlines the InSim protocol for communication between external programs and the Live for Speed (LFS) racing simulator, detailing packet structures, initialization procedures, and version updates. It includes information on packet types, flags for options, and changes made in various versions, enhancing functionalities such as player handicaps, car control, and message handling. The document serves as a technical reference for developers integrating with the LFS InSim system.

Uploaded by

phntmjshi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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#ifndef _ISPACKETS_H_

#define _ISPACKETS_H_
/////////////////////

// InSim for Live for Speed

// InSim allows communication between up to 8 external programs and LFS.

// TCP or UDP packets can be sent in both directions, LFS reporting various
// things about its state, and the external program requesting info and
// controlling LFS with special packets, text commands or keypresses.

// NOTE: This text file was written with a TAB size equal to 4 spaces.

// INSIM VERSION NUMBER (updated for version 0.7A)


// ====================

const int INSIM_VERSION = 9;

// CHANGES
// =======

// Version 0.7E
// ------------
// License byte added to IS_NCI packet (after Language byte)
// IS_PLH packet sets handicaps for individual players
// TINY_PLH - request IS_PLH listing player handicaps
// SMALL_LCL - full control of lights including fog and extra lights

// Version 0.7A (INSIM_VERSION increased to 9)


// ------------
// New size byte for packets - now represents packet size / 4
// - this allows much larger packets, up to 1020 bytes
// IS_AXM maximum objects increased to 60 (was 30) - see AXM_MAX_OBJECTS
// IS_MCI maximum cars increased to 16 (was 8) - see MCI_MAX_CARS
// IS_MAL / TINY_MAL - set / get list of mods allowed on host

// Version 0.6V
// ------------
// NLP / MCI minimum time interval reduced to 10 ms (was 40 ms)
// IS_CPP FOV can now be used in-car but not smoothed (0 = no change)
// IS_CPP Pos is now relative to "Centre view" not the user setting
// IS_RES TTime now indicates time since qualifying started
// IS_RES PLID is now zero if the player has left the race
// IS_NPL Config : setup configuration
// IS_NPL Fuel : initial fuel load
// IS_NPL RWAdj : tyre width reduction (rear)
// IS_NPL FWAdj : tyre width reduction (front)
// IS_PIT FuelAdd : fuel added
// IS_SPX Fuel200 : fuel remaining
// IS_LAP Fuel200 : fuel remaining

// Version 0.6T (INSIM_VERSION increased to 8)


// ------------
// New value PMO_POSITION for IS_AXM packet to report a blank position
// New packet IS_CIM reports a connection's interface mode
// New values TTC_SEL_START and TTC_SEL_STOP for IS_TTC
// New value PMO_GET_Z for IS_AXM packet to report Z values
// New values PMO_SELECTION_REAL, PMO_MOVE_MODIFY, PMO_AVOID_CHECK

// Version 0.6N
// ------------
// Added ISS_DIALOG and ISS_TEXT_ENTRY to the ISS state flags
// New packet SMALL_LCS - set local car switches (lights, horn, siren)

// Version 0.6M (INSIM_VERSION increased to 7)


// ------------
// Backward compatibility system - send INSIM_VERSION in the IS_ISI
// Older programs (that send zero) are assumed to require version 6
// New join request system enabled if ISF_REQ_JOIN is set in IS_ISI
// IS_JRR can also be used to reset a car at a specified location
// Packet IS_CSC to report changes in car state (currently start or stop)
// Zbyte added to CarContObject structure to report car's altitude
// Zbyte added to IS_OBH so the layout object can be identified
// IS_MSO / IS_III / IS_ACR message out packets now have variable size
// IS_BFN can now be used to delete a range of buttons with a single packet
// New packet IS_OCO can be used to override specific or all start lights
// New IS_AXM option PMO_SELECTION to set the current editor selection
// Added TTC_SEL to request an IS_AXM with layout editor selection
// Added TINY_AXM to request IS_AXM packets for the entire layout
// IS_SSH documentation updated as it is no longer only for bmp files
// New packet IS_UCO sends info about InSim checkpoints and circles
// New packet IS_SLC reports a connection's currently selected car
// Packet TINY_SLC to request an IS_SLC for all connections
// Added TINY_ALC and SMALL_ALC to get and set allowed cars (like /cars)
// Value 5 (out of bounds) added to the IS_HLV packet

// Version 0.6H (INSIM_VERSION increased to 6)


// ------------
// IS_REO and IS_NLP increased in size to allow 40 drivers
// ObjectInfo Zchar is now Zbyte - see layout file description
// ISP_NCI packet added to give host more info about new guest

// Version 0.6C
// ------------
// Small change to the in-game usage of IS_REO - only valid after SMALL_VTA
// Some more values (CPW / OOS / JOOS / HACK) added to the leave reasons

// Version 0.6B (INSIM_VERSION increased to 5)


// ------------
// Lap timing info added to IS_RST (Timing byte)
// NLP / MCI minimum time interval reduced to 40 ms (was 50 ms)
// TINY_VTC now cancels game votes even if the majority has not been reached
// IS_MTC (Msg To Connection) now has a variable length (up to 128 characters)
// IS_MTC can be sent to all (UCID = 255) and sound effect can be specified
// IS_CON reports contact between two cars (if ISF_CON is set)
// IS_OBH reports information about any object hit (if ISF_OBH is set)
// IS_HLV reports incidents that would violate HLVC (if ISF_HLV is set)
// IS_PLC sets allowed cars for individual players
// IS_AXM to add / remove / clear autocross objects
// IS_ACR reports successful or attempted admin commands
// OG_SHIFT and OG_CTRL (keys) bits added to OutGaugePack
// New IS_RIP option RIPOPT_FULL_PHYS to use full physics when searching
// ISS_SHIFTU_HIGH is no longer used (no high / low view distinction)
// FIX: Clutch axis / button was not reported from Controls screen
// FIX: TTime in IS_RIP was wrong in mid-joined Multiplayer Replays
// FIX: IS_BTN did not allow the documented limit of 240 characters
// FIX: OutGaugePack ID was always zero regardless of ID in cfg.txt
// FIX: InSim camera with vertical pitch would cause LFS to crash

// Version 0.5Z (no change to INSIM_VERSION)


// ------------
// NLP / MCI packets are now output at regular intervals
// CCI_LAG bit added to the CompCar structure

// TYPES: (all multi-byte types are PC style - lowest byte first)


// =====

// char 1-byte character


// byte 1-byte unsigned integer
// word 2-byte unsigned integer
// short 2-byte signed integer
// unsigned 4-byte unsigned integer
// int 4-byte signed integer
// float 4-byte float

// RaceLaps (rl): (various meanings depending on range)

// 0 : practice
// 1-99 : number of laps... laps = rl
// 100-190 : 100 to 1000 laps... laps = (rl - 100) * 10 + 100
// 191-238 : 1 to 48 hours... hours = rl - 190

// InSim PACKETS
// =============

// All InSim packets use a four byte header

// Size: total packet size - a multiple of 4


// Type: packet identifier from the ISP_ enum (see below)
// ReqI: non zero if the packet is a packet request or a reply to a request
// Data: the first data byte

// Spare bytes and Zero bytes must be filled with ZERO

// INITIALISING InSim
// ==================

// To initialise the InSim system, type into LFS: /insim xxxxx


// where xxxxx is the TCP and UDP port you want LFS to open.

// OR start LFS with the command line option: LFS /insim=xxxxx


// This will make LFS listen for packets on that TCP and UDP port.

// TO START COMMUNICATION
// ======================

// TCP: Connect to LFS using a TCP connection, then send this packet:
// UDP: No connection required, just send this packet to LFS:

struct IS_ISI // InSim Init - packet to initialise the InSim system


{
byte Size; // 44
byte Type; // ISP_ISI
byte ReqI; // If non-zero LFS will send an IS_VER packet
byte Zero; // 0

word UDPPort; // Port for UDP replies from LFS (0 to 65535)


word Flags; // Bit flags for options (see below)

byte InSimVer; // The INSIM_VERSION used by your program


byte Prefix; // Special host message prefix character
word Interval; // Time in ms between NLP or MCI (0 = none)

char Admin[16]; // Admin password (if set in LFS)


char IName[16]; // A short name for your program
};

// NOTE 1) UDPPort field when you connect using UDP:

// zero : LFS sends all packets to the port of the incoming packet
// non-zero : LFS sends all packets to the specified UDPPort

// NOTE 2) UDPPort field when you connect using TCP:

// zero : LFS sends NLP / MCI packets using your TCP connection
// non-zero : LFS sends NLP / MCI packets to the specified UDPPort

// NOTE 3) Flags field (set the relevant bits to turn on the option):

#define ISF_RES_0 1 // bit 0: spare


#define ISF_RES_1 2 // bit 1: spare
#define ISF_LOCAL 4 // bit 2: guest or single player
#define ISF_MSO_COLS 8 // bit 3: keep colours in MSO text
#define ISF_NLP 16 // bit 4: receive NLP packets
#define ISF_MCI 32 // bit 5: receive MCI packets
#define ISF_CON 64 // bit 6: receive CON packets
#define ISF_OBH 128 // bit 7: receive OBH packets
#define ISF_HLV 256 // bit 8: receive HLV packets
#define ISF_AXM_LOAD 512 // bit 9: receive AXM when loading a layout
#define ISF_AXM_EDIT 1024 // bit 10: receive AXM when changing objects
#define ISF_REQ_JOIN 2048 // bit 11: process join requests

// In most cases you should not set both ISF_NLP and ISF_MCI flags
// because all IS_NLP information is included in the IS_MCI packet.

// The ISF_LOCAL flag is important if your program creates buttons.


// It should be set if your program is not a host control system.
// If set, then buttons are created in the local button area, so
// avoiding conflict with the host buttons and allowing the user
// to switch them with SHIFT+B rather than SHIFT+I.

// NOTE 4) InSimVer field:

// Provide the INSIM_VERSION that your program was designed for.


// Later LFS versions will try to retain backward compatibility
// if it can be provided, within reason. Not guaranteed.

// NOTE 5) Prefix field, if set when initialising InSim on a host:


// Messages typed with this prefix will be sent to your InSim program
// on the host (in IS_MSO) and not displayed on anyone's screen.

// ENUMERATIONS FOR PACKET TYPES


// =============================

enum // the second byte of any packet is one of these


{
ISP_NONE, // 0 : not used
ISP_ISI, // 1 - instruction : insim initialise
ISP_VER, // 2 - info : version info
ISP_TINY, // 3 - both ways : multi purpose
ISP_SMALL, // 4 - both ways : multi purpose
ISP_STA, // 5 - info : state info
ISP_SCH, // 6 - instruction : single character
ISP_SFP, // 7 - instruction : state flags pack
ISP_SCC, // 8 - instruction : set car camera
ISP_CPP, // 9 - both ways : cam pos pack
ISP_ISM, // 10 - info : start multiplayer
ISP_MSO, // 11 - info : message out
ISP_III, // 12 - info : hidden /i message
ISP_MST, // 13 - instruction : type message or /command
ISP_MTC, // 14 - instruction : message to a connection
ISP_MOD, // 15 - instruction : set screen mode
ISP_VTN, // 16 - info : vote notification
ISP_RST, // 17 - info : race start
ISP_NCN, // 18 - info : new connection
ISP_CNL, // 19 - info : connection left
ISP_CPR, // 20 - info : connection renamed
ISP_NPL, // 21 - info : new player (joined race)
ISP_PLP, // 22 - info : player pit (keeps slot in
race)
ISP_PLL, // 23 - info : player leave (spectate -
loses slot)
ISP_LAP, // 24 - info : lap time
ISP_SPX, // 25 - info : split x time
ISP_PIT, // 26 - info : pit stop start
ISP_PSF, // 27 - info : pit stop finish
ISP_PLA, // 28 - info : pit lane enter / leave
ISP_CCH, // 29 - info : camera changed
ISP_PEN, // 30 - info : penalty given or cleared
ISP_TOC, // 31 - info : take over car
ISP_FLG, // 32 - info : flag (yellow or blue)
ISP_PFL, // 33 - info : player flags (help flags)
ISP_FIN, // 34 - info : finished race
ISP_RES, // 35 - info : result confirmed
ISP_REO, // 36 - both ways : reorder (info or instruction)
ISP_NLP, // 37 - info : node and lap packet
ISP_MCI, // 38 - info : multi car info
ISP_MSX, // 39 - instruction : type message
ISP_MSL, // 40 - instruction : message to local computer
ISP_CRS, // 41 - info : car reset
ISP_BFN, // 42 - both ways : delete buttons / receive button
requests
ISP_AXI, // 43 - info : autocross layout
information
ISP_AXO, // 44 - info : hit an autocross object
ISP_BTN, // 45 - instruction : show a button on local or
remote screen
ISP_BTC, // 46 - info : sent when a user clicks a
button
ISP_BTT, // 47 - info : sent after typing into a
button
ISP_RIP, // 48 - both ways : replay information packet
ISP_SSH, // 49 - both ways : screenshot
ISP_CON, // 50 - info : contact between cars
(collision report)
ISP_OBH, // 51 - info : contact car + object
(collision report)
ISP_HLV, // 52 - info : report incidents that would
violate HLVC
ISP_PLC, // 53 - instruction : player cars
ISP_AXM, // 54 - both ways : autocross multiple objects
ISP_ACR, // 55 - info : admin command report
ISP_HCP, // 56 - instruction : car handicaps
ISP_NCI, // 57 - info : new connection - extra info
for host
ISP_JRR, // 58 - instruction : reply to a join request
(allow / disallow)
ISP_UCO, // 59 - info : report InSim checkpoint /
InSim circle
ISP_OCO, // 60 - instruction : object control (currently
used for lights)
ISP_TTC, // 61 - instruction : multi purpose - target to
connection
ISP_SLC, // 62 - info : connection selected a car
ISP_CSC, // 63 - info : car state changed
ISP_CIM, // 64 - info : connection's interface mode
ISP_MAL, // 65 - both ways : set mods allowed
ISP_PLH, // 66 - both ways : set player handicaps
};

enum // the fourth byte of an IS_TINY packet is one of these


{
TINY_NONE, // 0 - keep alive : see "maintaining the
connection"
TINY_VER, // 1 - info request : get version
TINY_CLOSE, // 2 - instruction : close insim
TINY_PING, // 3 - ping request : external progam requesting a
reply
TINY_REPLY, // 4 - ping reply : reply to a ping request
TINY_VTC, // 5 - both ways : game vote cancel (info or
request)
TINY_SCP, // 6 - info request : send camera pos
TINY_SST, // 7 - info request : send state info
TINY_GTH, // 8 - info request : get time in hundredths (i.e.
SMALL_RTP)
TINY_MPE, // 9 - info : multi player end
TINY_ISM, // 10 - info request : get multiplayer info (i.e.
ISP_ISM)
TINY_REN, // 11 - info : race end (return to race
setup screen)
TINY_CLR, // 12 - info : all players cleared from
race
TINY_NCN, // 13 - info request : get NCN for all connections
TINY_NPL, // 14 - info request : get all players
TINY_RES, // 15 - info request : get all results
TINY_NLP, // 16 - info request : send an IS_NLP
TINY_MCI, // 17 - info request : send an IS_MCI
TINY_REO, // 18 - info request : send an IS_REO
TINY_RST, // 19 - info request : send an IS_RST
TINY_AXI, // 20 - info request : send an IS_AXI - AutoX Info
TINY_AXC, // 21 - info : autocross cleared
TINY_RIP, // 22 - info request : send an IS_RIP - Replay
Information Packet
TINY_NCI, // 23 - info request : get NCI for all guests (on host
only)
TINY_ALC, // 24 - info request : send a SMALL_ALC (allowed cars)
TINY_AXM, // 25 - info request : send IS_AXM packets for the
entire layout
TINY_SLC, // 26 - info request : send IS_SLC packets for all
connections
TINY_MAL, // 27 - info request : send IS_MAL listing the currently
allowed mods
TINY_PLH, // 28 - info request : send IS_PLH listing player
handicaps
};

enum // the fourth byte of an IS_SMALL packet is one of these


{
SMALL_NONE, // 0 : not used
SMALL_SSP, // 1 - instruction : start sending positions
SMALL_SSG, // 2 - instruction : start sending gauges
SMALL_VTA, // 3 - report : vote action
SMALL_TMS, // 4 - instruction : time stop
SMALL_STP, // 5 - instruction : time step
SMALL_RTP, // 6 - info : race time packet (reply to
GTH)
SMALL_NLI, // 7 - instruction : set node lap interval
SMALL_ALC, // 8 - both ways : set or get allowed cars
(TINY_ALC)
SMALL_LCS, // 9 - instruction : set local car switches
(flash, horn, siren)
SMALL_LCL, // 10 - instruction : set local car lights
};

enum // the fourth byte of an IS_TTC packet is one of these


{
TTC_NONE, // 0 : not used
TTC_SEL, // 1 - info request : send IS_AXM for a layout editor
selection
TTC_SEL_START, // 2 - info request : send IS_AXM every time the
selection changes
TTC_SEL_STOP, // 3 - instruction : switch off IS_AXM requested
by TTC_SEL_START
};

// GENERAL PURPOSE PACKETS - IS_TINY (4 bytes) / IS_SMALL (8 bytes) / IS_TTC (8


bytes)
// =======================

// To avoid defining several packet structures that are exactly the same, and to
avoid
// wasting the ISP_ enumeration, IS_TINY is used at various times when no
additional data
// other than SubT is required. IS_SMALL is used when an additional integer is
needed.

// IS_TINY

struct IS_TINY // General purpose 4 byte packet


{
byte Size; // 4
byte Type; // ISP_TINY
byte ReqI; // 0 unless it is an info request or a reply to an info
request
byte SubT; // subtype, from TINY_ enumeration (e.g. TINY_RACE_END)
};

// IS_SMALL

struct IS_SMALL // General purpose 8 byte packet


{
byte Size; // 8
byte Type; // ISP_SMALL
byte ReqI; // 0 unless it is an info request or a reply to an info
request
byte SubT; // subtype, from SMALL_ enumeration (e.g. SMALL_SSP)

unsigned UVal; // value (e.g. for SMALL_SSP this would be the OutSim
packet rate)
};

// IS_TTC

struct IS_TTC // General purpose 8 byte packet (Target To Connection)


{
byte Size; // 8
byte Type; // ISP_TTC
byte ReqI; // 0 unless it is an info request or a reply to an info
request
byte SubT; // subtype, from TTC_ enumeration (e.g. TTC_SEL)

byte UCID; // connection's unique id (0 = local)


byte B1; // B1, B2, B3 may be used in various ways depending
on SubT
byte B2;
byte B3;
};

// VERSION REQUEST
// ===============

// It is advisable to request version information as soon as you have connected, to


// avoid problems when connecting to a host with a later or earlier version. You
will
// be sent a version packet on connection if you set ReqI in the IS_ISI packet.

// This version packet is sent on request:

struct IS_VER // VERsion


{
byte Size; // 20
byte Type; // ISP_VERSION
byte ReqI; // ReqI as received in the request packet
byte Zero;

char Version[8]; // LFS version, e.g. 0.3G


char Product[6]; // Product: DEMO / S1 / S2 / S3
byte InSimVer; // InSim version (see below)
byte Spare; // Spare
};

// To request an IS_VER packet at any time, send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_VER (request an IS_VER)

// NOTE: LFS tries to match InSimVer with the version requested in your program's
IS_ISI
// packet if it is lower than the latest version known to LFS. If backward
compatibility
// is no longer possible then this version may be higher than your program
requested.
// In that case your program may not be able to read some packets sent to it by
LFS.
// If you connect to an older LFS version then InSimVer may be lower than
requested.

// ReqI: non-zero (returned in the reply)


// SubT: TINY_PING (request a TINY_REPLY)

// CLOSING InSim
// =============

// You can send this IS_TINY to close the InSim connection to your program:

// ReqI: 0
// SubT: TINY_CLOSE (close this connection)

// Another InSimInit packet is then required to start operating again.

// You can shut down InSim completely and stop it listening at all by typing
/insim=0
// into LFS (or send a MsgTypePack to do the same thing).

// MAINTAINING THE CONNECTION - IMPORTANT


// ==========================

// If InSim does not receive a packet for 70 seconds, it will close your
connection.
// To open it again you would need to send another InSimInit packet.

// LFS will send a blank IS_TINY packet like this every 30 seconds:

// ReqI: 0
// SubT: TINY_NONE (keep alive packet)

// You should reply with a blank IS_TINY packet:


// ReqI: 0
// SubT: TINY_NONE (has no effect other than resetting the timeout)

// NOTE: If you want to request a reply from LFS to check the connection
// at any time, you can send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_PING (request a TINY_REPLY)

// LFS will reply with this IS_TINY:

// ReqI: non-zero (as received in the request packet)


// SubT: TINY_REPLY (reply to ping)

// STATE REPORTING AND REQUESTS


// ============================

// LFS will send an IS_STA any time the info in it changes.

struct IS_STA // STAte


{
byte Size; // 28
byte Type; // ISP_STA
byte ReqI; // ReqI if replying to a request packet
byte Zero;

float ReplaySpeed; // 4-byte float - 1.0 is normal speed

word Flags; // ISS state flags (see below)


byte InGameCam; // Which type of camera is selected (see below)
byte ViewPLID; // Unique ID of viewed player (0 = none)

byte NumP; // Number of players in race


byte NumConns; // Number of connections including host
byte NumFinished; // Number finished or qualified
byte RaceInProg; // 0 = no race / 1 = race / 2 = qualifying

byte QualMins;
byte RaceLaps; // see "RaceLaps" near the top of this document
byte Sp2;
byte ServerStatus; // 0 = unknown / 1 = success / > 1 = fail

char Track[6]; // short name for track e.g. FE2R


byte Weather; // 0,1,2...
byte Wind; // 0 = off / 1 = weak / 2 = strong
};

// InGameCam is the in game selected camera mode (which is


// still selected even if LFS is actually in SHIFT+U mode).
// For InGameCam's values, see "View identifiers" below.

// ISS state flags

#define ISS_GAME 1 // in game (or MPR)


#define ISS_REPLAY 2 // in SPR
#define ISS_PAUSED 4 // paused
#define ISS_SHIFTU 8 // SHIFT+U mode
#define ISS_DIALOG 16 // in a dialog
#define ISS_SHIFTU_FOLLOW 32 // FOLLOW view
#define ISS_SHIFTU_NO_OPT 64 // SHIFT+U buttons hidden
#define ISS_SHOW_2D 128 // showing 2d display
#define ISS_FRONT_END 256 // entry screen
#define ISS_MULTI 512 // multiplayer mode
#define ISS_MPSPEEDUP 1024 // multiplayer speedup option
#define ISS_WINDOWED 2048 // LFS is running in a window
#define ISS_SOUND_MUTE 4096 // sound is switched off
#define ISS_VIEW_OVERRIDE 8192 // override user view
#define ISS_VISIBLE 16384 // InSim buttons visible
#define ISS_TEXT_ENTRY 32768 // in a text entry dialog

// To request an IS_STA at any time, send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_SST (Send STate)

// Setting states

// These states can be set by a special packet:

// ISS_SHIFTU_NO_OPT - SHIFT+U buttons hidden


// ISS_SHOW_2D - showing 2d display
// ISS_MPSPEEDUP - multiplayer speedup option
// ISS_SOUND_MUTE - sound is switched off

struct IS_SFP // State Flags Pack


{
byte Size; // 8
byte Type; // ISP_SFP
byte ReqI; // 0
byte Zero;

word Flag; // the state to set


byte OffOn; // 0 = off / 1 = on
byte Sp3; // spare
};

// Other states must be set by using keypresses or messages (see below)

// SCREEN MODE
// ===========

// You can send this packet to LFS to set the screen mode:

struct IS_MOD // MODe: send to LFS to change screen mode


{
byte Size; // 20
byte Type; // ISP_MOD
byte ReqI; // 0
byte Zero;

int Bits16; // set to choose 16-bit


int RR; // refresh rate - zero for default
int Width; // 0 means go to window
int Height; // 0 means go to window
};
// The refresh rate actually selected by LFS will be the highest available rate
// that is less than or equal to the specified refresh rate. Refresh rate can
// be specified as zero in which case the default refresh rate will be used.

// If Width and Height are both zero, LFS will switch to windowed mode.

// TEXT MESSAGES AND KEY PRESSES


// ==============================

// You can send 64-byte text messages to LFS as if the user had typed them in.
// Messages that appear on LFS screen (up to 128 bytes) are reported to the
// external program. You can also send simulated keypresses to LFS.

// MESSAGES OUT (FROM LFS)


// ------------

struct IS_MSO // MSg Out - system messages and user messages - variable size
{
byte Size; // 12, 16, 20... 136 depending on Msg
byte Type; // ISP_MSO
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host)


byte PLID; // player's unique id (if zero, use UCID)
byte UserType; // set if typed by a user (see User Values below)
byte TextStart; // first character of the actual text (after player name)

char Msg[128]; // 4, 8, 12... 128 characters - last byte is zero


};

// User Values (for UserType byte)

enum
{
MSO_SYSTEM, // 0 - system message
MSO_USER, // 1 - normal visible user message
MSO_PREFIX, // 2 - hidden message starting with special prefix
(see ISI)
MSO_O, // 3 - hidden message typed on local pc with /o
command
MSO_NUM
};

// NOTE: Typing "/o MESSAGE" into LFS will send an IS_MSO with UserType = MSO_O

struct IS_III // InsIm Info - /i message from user to host's InSim - variable size
{
byte Size; // 12, 16, 20... 72 depending on Msg
byte Type; // ISP_III
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host)


byte PLID; // player's unique id (if zero, use UCID)
byte Sp2;
byte Sp3;
char Msg[64]; // 4, 8, 12... 64 characters - last byte is zero
};

struct IS_ACR // Admin Command Report - a user typed an admin command - variable
size
{
byte Size; // 12, 16, 20... 72 depending on Text
byte Type; // ISP_ACR
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host)


byte Admin; // set if user is an admin
byte Result; // 1 - processed / 2 - rejected / 3 - unknown command
byte Sp3;

char Text[64]; // 4, 8, 12... 64 characters - last byte is zero


};

// MESSAGES IN (TO LFS)


// -----------

struct IS_MST // MSg Type - send to LFS to type message or command


{
byte Size; // 68
byte Type; // ISP_MST
byte ReqI; // 0
byte Zero;

char Msg[64]; // last byte must be zero


};

struct IS_MSX // MSg eXtended - like MST but longer (not for commands)
{
byte Size; // 100
byte Type; // ISP_MSX
byte ReqI; // 0
byte Zero;

char Msg[96]; // last byte must be zero


};

struct IS_MSL // MSg Local - message to appear on local computer only


{
byte Size; // 132
byte Type; // ISP_MSL
byte ReqI; // 0
byte Sound; // sound effect (see Message Sounds below)

char Msg[128]; // last byte must be zero


};

struct IS_MTC // Msg To Connection - hosts only - send to a connection / a player /


all
{
byte Size; // 8 + TEXT_SIZE (TEXT_SIZE = 4, 8, 12... 128)
byte Type; // ISP_MTC
byte ReqI; // 0
byte Sound; // sound effect (see Message Sounds below)
byte UCID; // connection's unique id (0 = host / 255 = all)
byte PLID; // player's unique id (if zero, use UCID)
byte Sp2;
byte Sp3;

// char Text[TEXT_SIZE]; // up to 128 characters of text - last byte must be


zero
};

// Message Sounds (for Sound byte)

enum
{
SND_SILENT,
SND_MESSAGE,
SND_SYSMESSAGE,
SND_INVALIDKEY,
SND_ERROR,
SND_NUM
};

// You can send individual key presses to LFS with the IS_SCH packet.
// For standard keys (e.g. V and H) you should send a capital letter.
// This does not work with some keys like F keys, arrows or CTRL keys.
// You can also use IS_MST with the /press /shift /ctrl /alt commands.

struct IS_SCH // Single CHaracter


{
byte Size; // 8
byte Type; // ISP_SCH
byte ReqI; // 0
byte Zero;

byte CharB; // key to press


byte Flags; // bit 0: SHIFT / bit 1: CTRL
byte Spare2;
byte Spare3;
};

// CAR SWITCHES
// ============

// To operate the local car's flash, horn or siren you can send this IS_SMALL:

// NOTE: SIGNALS and HEADLIGHTS should now be set using SMALL_LCL (see CAR LIGHTS
below)
// LCS_SET_SIGNALS and LCS_SET_HEADLIGHTS have been left in SMALL_LCS for
compatibility

// ReqI: 0
// SubT: SMALL_LCS (Local Car Switches)
// UVal: Switches (see below)

// Switches bits

// Bits 0 to 7 are a set of flags specifying which values to set. You can set as
many
// as you like at a time. This allows you to set only the values you want to set
// while leaving the others to be controlled by the user.

#define LCS_SET_SIGNALS 1 // bit 0 (should now use SMALL_LCL)


#define LCS_SET_FLASH 2 // bit 1
#define LCS_SET_HEADLIGHTS 4 // bit 2 (should now use SMALL_LCL)
#define LCS_SET_HORN 8 // bit 3
#define LCS_SET_SIREN 0x10 // bit 4

// Depending on the above values, InSim will read some of the following values and
try
// to set them as required, if a real player is found on the local computer.

// bits 8-9 (Switches & 0x0300) - Signal (0 off / 1 left / 2 right / 3 hazard)
// bit 10 (Switches & 0x0400) - Flash
// bit 11 (Switches & 0x0800) - Headlights

// bits 16-18 (Switches & 0x070000) - Horn (0 off / 1 to 5 horn type)


// bits 20-21 (Switches & 0x300000) - Siren (0 off / 1 fast / 2 slow)

// CAR LIGHTS
// ==========

// To operate the local car's lights you can send this IS_SMALL:

// ReqI: 0
// SubT: SMALL_LCL (Local Car Lights)
// UVal: Switches (see below)

// Switches bits

// Bits 0 to 7 are a set of flags specifying which values to set. You can set as
many
// as you like at a time. This allows you to set only the values you want to set
// while leaving the others to be controlled by the user.

#define LCL_SET_SIGNALS 1 // bit 0


#define LCL_SPARE_2 2 // bit 1 (do not set)
#define LCL_SET_LIGHTS 4 // bit 2
#define LCL_SPARE_8 8 // bit 3 (do not set)
#define LCL_SET_FOG_REAR 0x10 // bit 4
#define LCL_SET_FOG_FRONT 0x20 // bit 5
#define LCL_SET_EXTRA 0x40 // bit 6

// Depending on the above values, InSim will read some of the following values and
try
// to set them as required, if a real player is found on the local computer.

// bits 16-17 (Switches & 0x00030000) - Signal (0 off / 1 left / 2 right / 3


hazard)
// bit 18-19 (Switches & 0x000c0000) - Lights (0 off / 1 side / 2 low / 3 high)
// bit 20 (Switches & 0x00100000) - Fog Rear
// bit 21 (Switches & 0x00200000) - Fog Front
// bit 22 (Switches & 0x00400000) - Extra Light

// MULTIPLAYER NOTIFICATION
// ========================
// LFS will send this packet when a host is started or joined:

struct IS_ISM // InSim Multi


{
byte Size; // 40
byte Type; // ISP_ISM
byte ReqI; // usually 0 / or if a reply: ReqI as received in the
TINY_ISM
byte Zero;

byte Host; // 0 = guest / 1 = host


byte Sp1;
byte Sp2;
byte Sp3;

char HName[32]; // the name of the host joined or started


};

// On ending or leaving a host, LFS will send this IS_TINY:

// ReqI: 0
// SubT: TINY_MPE (MultiPlayerEnd)

// To request an IS_ISM packet at any time, send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_ISM (request an IS_ISM)

// NOTE: If LFS is not in multiplayer mode, the host name in the ISM will be empty.

// VOTE NOTIFY AND CANCEL


// ======================

// LFS notifies the external program of any votes to restart or qualify

// The Vote Actions are defined as:

enum
{
VOTE_NONE, // 0 - no vote
VOTE_END, // 1 - end race
VOTE_RESTART, // 2 - restart
VOTE_QUALIFY, // 3 - qualify
VOTE_NUM
};

struct IS_VTN // VoTe Notify


{
byte Size; // 8
byte Type; // ISP_VTN
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id


byte Action; // VOTE_X (Vote Action as defined above)
byte Spare2;
byte Spare3;
};

// When a vote is cancelled, LFS sends this IS_TINY

// ReqI: 0
// SubT: TINY_VTC (VoTe Cancelled)

// When a vote is completed, LFS sends this IS_SMALL

// ReqI: 0
// SubT: SMALL_VTA (VoTe Action)
// UVal: action (VOTE_X - Vote Action as defined above)

// You can instruct LFS host to cancel a vote using an IS_TINY

// ReqI: 0
// SubT: TINY_VTC (VoTe Cancel)

// ALLOWED CARS
// ============

// To set the allowed cars on the host (like /cars command) you can send this
IS_SMALL:

// ReqI: 0
// SubT: SMALL_ALC (ALlowed Cars)
// UVal: Cars (see below)

// To find out the allowed cars at any time (on guest or host) send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_ALC (request a SMALL_ALC)

// LFS will reply with this IS_SMALL:

// ReqI: non-zero (as received in the request packet)


// SubT: SMALL_ALC (ALlowed Cars)
// UVal: Cars (see below)

// You can send a packet to limit the cars that can be used by a given connection
// The resulting set of selectable cars is a subset of the cars set to be available
// on the host (by the /cars command or SMALL_ALC)

// For example:
// Cars = 0 ... no cars can be selected on the specified connection
// Cars = 0xffffffff ... all the host's available cars can be selected

struct IS_PLC // PLayer Cars


{
byte Size; // 12
byte Type; // ISP_PLC
byte ReqI; // 0
byte Zero;

byte UCID; // connection's unique id (0 = host / 255 = all)


byte Sp1;
byte Sp2;
byte Sp3;
unsigned Cars; // allowed cars - see below
};

// XF GTI - 1
// XR GT - 2
// XR GT TURBO - 4
// RB4 GT - 8
// FXO TURBO - 0x10
// LX4 - 0x20
// LX6 - 0x40
// MRT5 - 0x80
// UF 1000 - 0x100
// RACEABOUT - 0x200
// FZ50 - 0x400
// FORMULA XR - 0x800
// XF GTR - 0x1000
// UF GTR - 0x2000
// FORMULA V8 - 0x4000
// FXO GTR - 0x8000
// XR GTR - 0x10000
// FZ50 GTR - 0x20000
// BMW SAUBER F1.06 - 0x40000
// FORMULA BMW FB02 - 0x80000

// HANDICAPS
// =========

// You can send a packet to add mass and restrict the intake on each car model
// The same restriction applies to all drivers using a particular car model
// This can be useful for creating multi class hosts

struct CarHCP // Car handicaps in 2 bytes - there is an array of these in the HCP
(below)
{
byte H_Mass; // 0 to 200 - added mass (kg)
byte H_TRes; // 0 to 50 - intake restriction
};

struct IS_HCP // HandiCaPs


{
byte Size; // 68
byte Type; // ISP_HCP
byte ReqI; // 0
byte Zero;

CarHCP Info[32]; // H_Mass and H_TRes for each car: XF GTI = 0 / XR GT


= 1 etc
};

// Alternatively you can set handicaps per player. These handicaps will remain
until
// the player spectates or rejoins after returning from pits or garage (an IS_NPL
will
// be sent in that case).

// An output IS_PLH is sent to all InSim clients after an IS_PLH is received. The
output IS_PLH
// contains an entry for all valid players that had handicaps updated. An IS_PLH
is also output
// when a handicap is set by a text command /h_mass username X or /h_tres username
X
// NOTE: The 'silent' flag in bit 7 (0x80) avoids showing a message on player's
screen.

struct PlayerHCap // Player handicaps in 4 bytes - there is an array of these in


the PLH (below)
{
byte PLID; // player's unique id
byte Flags; // bit 0: set Mass / bit 1: set TRes (e.g. Flags=3 to
set both) / bit 7: silent
byte H_Mass; // 0 to 200 - added mass (kg)
byte H_TRes; // 0 to 50 - intake restriction
};

const int PLH_MAX_PLAYERS = 40; // NOTE: Increase if MAX_CARS_S2 is increased

struct IS_PLH // PLayer Handicaps - variable size


{
byte Size; // 4 + NumP * 4
byte Type; // ISP_PLH
byte ReqI; // 0 unless this is a reply to a TINY_PLH request
byte NumP; // number of players in this packet

PlayerHCap HCaps [PLH_MAX_PLAYERS]; // 0 to PLH_MAX_PLAYERS (NumP)


};

// RACE TRACKING
// =============

// In LFS there is a list of connections AND a list of players in the race


// Some packets are related to connections, some players, some both

// If you are making a multiplayer InSim program, you must maintain two lists
// You should use the unique identifier UCID to identify a connection

// Each player has a unique identifier PLID from the moment he joins the race,
until he
// leaves. It's not possible for PLID and UCID to be the same thing, for two
reasons:

// 1) there may be more than one player per connection if AI drivers are used
// 2) a player can swap between connections, in the case of a driver swap (IS_TOC)

// When all players are cleared from race (e.g. /clear) LFS sends this IS_TINY

// ReqI: 0
// SubT: TINY_CLR (CLear Race)

// When a race ends (return to race setup screen) LFS sends this IS_TINY

// ReqI: 0
// SubT: TINY_REN (Race ENd)

// You can instruct LFS host to cancel a vote using an IS_TINY


// ReqI: 0
// SubT: TINY_VTC (VoTe Cancel)

// The following packets are sent when the relevant events take place:

struct IS_RST // Race STart


{
byte Size; // 28
byte Type; // ISP_RST
byte ReqI; // 0 unless this is a reply to an TINY_RST request
byte Zero;

byte RaceLaps; // 0 if qualifying


byte QualMins; // 0 if race
byte NumP; // number of players in race
byte Timing; // lap timing (see below)

char Track[6]; // short track name


byte Weather;
byte Wind;

word Flags; // race flags (must pit, can reset, etc - see below)
word NumNodes; // total number of nodes in the path
word Finish; // node index - finish line
word Split1; // node index - split 1
word Split2; // node index - split 2
word Split3; // node index - split 3
};

// Lap timing info (for Timing byte)

// bits 6 and 7 (Timing & 0xc0):

// 0x40: standard lap timing is being used


// 0x80: custom timing - user checkpoints have been placed
// 0xc0: no lap timing - e.g. open config with no user checkpoints

// bits 0 and 1 (Timing & 0x03): number of checkpoints if lap timing is enabled

// To request an IS_RST packet at any time, send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_RST (request an IS_RST)

struct IS_NCN // New ConN


{
byte Size; // 56
byte Type; // ISP_NCN
byte ReqI; // 0 unless this is a reply to a TINY_NCN request
byte UCID; // new connection's unique id (0 = host)

char UName[24]; // username


char PName[24]; // nickname

byte Admin; // 1 if admin


byte Total; // number of connections including host
byte Flags; // bit 2: remote
byte Sp3;
};
struct IS_NCI // New Conn Info - sent on host only if an admin password has been
set
{
byte Size; // 16
byte Type; // ISP_NCI
byte ReqI; // 0 unless this is a reply to a TINY_NCI request
byte UCID; // connection's unique id (0 = host)

byte Language; // see below: Languages


byte License; // 0:demo / 1:S1 ...
byte Sp2;
byte Sp3;

unsigned UserID; // LFS UserID


unsigned IPAddress;
};

struct IS_SLC // SeLected Car - sent when a connection selects a car (empty if no
car)
{
byte Size; // 8
byte Type; // ISP_SLC
byte ReqI; // 0 unless this is a reply to a TINY_SLC request
byte UCID; // connection's unique id (0 = host)

char CName[4]; // car name


};

// NOTE: If a new guest joins and does have a car selected then an IS_SLC will be
sent

// Allowed Mods

// You can set a list of up to 120 mods that are allowed to be used on a host
// Send zero to clear the list and allow all mods to be used

const int MAL_MAX_MODS = 120;

struct IS_MAL // Mods ALlowed - variable size


{
byte Size; // 8 + NumM * 4
byte Type; // ISP_MAL
byte ReqI; // 0 unless this is a reply to a TINY_MAL request
byte NumM; // number of mods in this packet

byte UCID; // unique id of the connection that updated the list


byte Flags; // zero (for now)
byte Sp2;
byte Sp3;

unsigned SkinID [MAL_MAX_MODS]; // SkinID of each mod in compressed


format, 0 to MAL_MAX_MODS (NumM)
};

struct IS_CIM // Conn Interface Mode


{
byte Size; // 8
byte Type; // ISP_CIM
byte ReqI; // 0
byte UCID; // connection's unique id (0 = local)

byte Mode; // mode identifier (see below)


byte SubMode; // submode identifier (see below)
byte SelType; // selected object type (see below)
byte Sp3;
};

// Mode identifiers

enum
{
CIM_NORMAL, // 0 - not in a special mode
CIM_OPTIONS, // 1
CIM_HOST_OPTIONS, // 2
CIM_GARAGE, // 3
CIM_CAR_SELECT, // 4
CIM_TRACK_SELECT, // 5
CIM_SHIFTU, // 6 - free view mode
CIM_NUM
};

// Submode identifiers for CIM_NORMAL

enum
{
NRM_NORMAL,
NRM_WHEEL_TEMPS, // F9
NRM_WHEEL_DAMAGE, // F10
NRM_LIVE_SETTINGS, // F11
NRM_PIT_INSTRUCTIONS, // F12
NRM_NUM
};

// SubMode identifiers for CIM_GARAGE

enum
{
GRG_INFO,
GRG_COLOURS,
GRG_BRAKE_TC,
GRG_SUSP,
GRG_STEER,
GRG_DRIVE,
GRG_TYRES,
GRG_AERO,
GRG_PASS,
GRG_NUM
};

// SubMode identifiers for CIM_SHIFTU

enum
{
FVM_PLAIN, // no buttons displayed
FVM_BUTTONS, // buttons displayed (not editing)
FVM_EDIT, // edit mode
FVM_NUM
};

// SelType is the selected object type or zero if unselected


// It may be an AXO_x as in ObjectInfo or one of these:

const int MARSH_IS_CP = 252; // insim checkpoint


const int MARSH_IS_AREA = 253; // insim circle
const int MARSH_MARSHAL = 254; // restricted area
const int MARSH_ROUTE = 255; // route checker

//

struct IS_CNL // ConN Leave


{
byte Size; // 8
byte Type; // ISP_CNL
byte ReqI; // 0
byte UCID; // unique id of the connection which left

byte Reason; // leave reason (see below)


byte Total; // number of connections including host
byte Sp2;
byte Sp3;
};

struct IS_CPR // Conn Player Rename


{
byte Size; // 36
byte Type; // ISP_CPR
byte ReqI; // 0
byte UCID; // unique id of the connection

char PName[24]; // new name


char Plate[8]; // number plate - NO ZERO AT END!
};

struct IS_NPL // New PLayer joining race (if PLID already exists, then leaving
pits)
{
byte Size; // 76
byte Type; // ISP_NPL
byte ReqI; // 0 unless this is a reply to an TINY_NPL request
byte PLID; // player's newly assigned unique id

byte UCID; // connection's unique id


byte PType; // bit 0: female / bit 1: AI / bit 2: remote
word Flags; // player flags

char PName[24]; // nickname


char Plate[8]; // number plate - NO ZERO AT END!

char CName[4]; // car name


char SName[16]; // skin name - MAX_CAR_TEX_NAME
byte Tyres[4]; // compounds

byte H_Mass; // added mass (kg)


byte H_TRes; // intake restriction
byte Model; // driver model
byte Pass; // passengers byte
byte RWAdj; // low 4 bits: tyre width reduction (rear)
byte FWAdj; // low 4 bits: tyre width reduction (front)
byte Sp2;
byte Sp3;

byte SetF; // setup flags (see below)


byte NumP; // number in race - ZERO if this is a join request
byte Config; // configuration (see below)
byte Fuel; // /showfuel yes: fuel percent / no: 255
};

// NOTE: PType bit 0 (female) is not reported on dedicated host as humans are not
loaded
// You can use the driver model byte instead if required (and to force the use of
helmets)

// Setup flags (for SetF byte)

#define SETF_SYMM_WHEELS 1
#define SETF_TC_ENABLE 2
#define SETF_ABS_ENABLE 4

// Configuration (Config byte)

// UF1 / LX4 / LX6: 0 = DEFAULT / 1 = OPEN ROOF


// GTR racing cars: 0 = DEFAULT / 1 = ALTERNATE

// More...

struct IS_PLP // PLayer Pits (go to settings - stays in player list)


{
byte Size; // 4
byte Type; // ISP_PLP
byte ReqI; // 0
byte PLID; // player's unique id
};

struct IS_PLL // PLayer Leave race (spectate - removed from player list)
{
byte Size; // 4
byte Type; // ISP_PLL
byte ReqI; // 0
byte PLID; // player's unique id
};

struct IS_CRS // Car ReSet


{
byte Size; // 4
byte Type; // ISP_CRS
byte ReqI; // 0
byte PLID; // player's unique id
};

struct IS_LAP // LAP time


{
byte Size; // 20
byte Type; // ISP_LAP
byte ReqI; // 0
byte PLID; // player's unique id

unsigned LTime; // lap time (ms)


unsigned ETime; // total time (ms)

word LapsDone; // laps completed


word Flags; // player flags

byte Sp0;
byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Fuel200; // /showfuel yes: double fuel percent / no: 255
};

struct IS_SPX // SPlit X time


{
byte Size; // 16
byte Type; // ISP_SPX
byte ReqI; // 0
byte PLID; // player's unique id

unsigned STime; // split time (ms)


unsigned ETime; // total time (ms)

byte Split; // split number 1, 2, 3


byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Fuel200; // /showfuel yes: double fuel percent / no: 255
};

struct IS_PIT // PIT stop (stop at pit garage)


{
byte Size; // 24
byte Type; // ISP_PIT
byte ReqI; // 0
byte PLID; // player's unique id

word LapsDone; // laps completed


word Flags; // player flags

byte FuelAdd; // /showfuel yes: fuel added percent / no: 255


byte Penalty; // current penalty value (see below)
byte NumStops; // number of pit stops
byte Sp3;

byte Tyres[4]; // tyres changed

unsigned Work; // pit work


unsigned Spare;
};

struct IS_PSF // Pit Stop Finished


{
byte Size; // 12
byte Type; // ISP_PSF
byte ReqI; // 0
byte PLID; // player's unique id

unsigned STime; // stop time (ms)


unsigned Spare;
};

struct IS_PLA // Pit LAne


{
byte Size; // 8
byte Type; // ISP_PLA
byte ReqI; // 0
byte PLID; // player's unique id

byte Fact; // pit lane fact (see below)


byte Sp1;
byte Sp2;
byte Sp3;
};

// IS_CCH: Camera CHange

// To track cameras you need to consider 3 points

// 1) The default camera: VIEW_DRIVER


// 2) Player flags: CUSTOM_VIEW means VIEW_CUSTOM at start or pit exit
// 3) IS_CCH: sent when an existing driver changes camera

struct IS_CCH // Camera CHange


{
byte Size; // 8
byte Type; // ISP_CCH
byte ReqI; // 0
byte PLID; // player's unique id

byte Camera; // view identifier (see below)


byte Sp1;
byte Sp2;
byte Sp3;
};

struct IS_PEN // PENalty (given or cleared)


{
byte Size; // 8
byte Type; // ISP_PEN
byte ReqI; // 0
byte PLID; // player's unique id

byte OldPen; // old penalty value (see below)


byte NewPen; // new penalty value (see below)
byte Reason; // penalty reason (see below)
byte Sp3;
};

struct IS_TOC // Take Over Car


{
byte Size; // 8
byte Type; // ISP_TOC
byte ReqI; // 0
byte PLID; // player's unique id

byte OldUCID; // old connection's unique id


byte NewUCID; // new connection's unique id
byte Sp2;
byte Sp3;
};

struct IS_FLG // FLaG (yellow or blue flag changed)


{
byte Size; // 8
byte Type; // ISP_FLG
byte ReqI; // 0
byte PLID; // player's unique id

byte OffOn; // 0 = off / 1 = on


byte Flag; // 1 = given blue / 2 = causing yellow
byte CarBehind; // unique id of obstructed player
byte Sp3;
};

struct IS_PFL // Player FLags (help flags changed)


{
byte Size; // 8
byte Type; // ISP_PFL
byte ReqI; // 0
byte PLID; // player's unique id

word Flags; // player flags (see below)


word Spare;
};

struct IS_FIN // FINished race notification (not a final result - use IS_RES)
{
byte Size; // 20
byte Type; // ISP_FIN
byte ReqI; // 0
byte PLID; // player's unique id (0 = player left before result was
sent)

unsigned TTime; // race time (ms)


unsigned BTime; // best lap (ms)

byte SpA;
byte NumStops; // number of pit stops
byte Confirm; // confirmation flags: disqualified etc - see below
byte SpB;

word LapsDone; // laps completed


word Flags; // player flags: help settings etc - see below
};

struct IS_RES // RESult (qualify or confirmed finish)


{
byte Size; // 84
byte Type; // ISP_RES
byte ReqI; // 0 unless this is a reply to a TINY_RES request
byte PLID; // player's unique id (0 = player left before result was
sent)

char UName[24]; // username


char PName[24]; // nickname
char Plate[8]; // number plate - NO ZERO AT END!
char CName[4]; // skin prefix

unsigned TTime; // (ms) race or autocross: total time / qualify:


session time
unsigned BTime; // (ms) best lap

byte SpA;
byte NumStops; // number of pit stops
byte Confirm; // confirmation flags: disqualified etc - see below
byte SpB;

word LapsDone; // laps completed


word Flags; // player flags: help settings etc - see below

byte ResultNum; // finish or qualify pos (0 = win / 255 = not added to


table)
byte NumRes; // total number of results (qualify doesn't always
add a new one)
word PSeconds; // penalty time in seconds (already included in race time)
};

// IS_REO: REOrder - this packet can be sent in either direction

// LFS sends one at the start of every race or qualifying session, listing the
start order

// You can send one to LFS in two different ways, to specify the starting order:
// 1) In the race setup screen, to immediately rearrange the grid when the packet
arrives
// 2) In game, just before a restart or exit, to specify the order on the restart
or exit
// If you are sending an IS_REO in game, you should send it when you receive the
SMALL_VTA
// informing you that the Vote Action (VOTE_END / VOTE_RESTART / VOTE_QUALIFY) is
about
// to take place. Any IS_REO received before the SMALL_VTA is sent will be
ignored.

struct IS_REO // REOrder (when race restarts after qualifying)


{
byte Size; // 44
byte Type; // ISP_REO
byte ReqI; // 0 unless this is a reply to an TINY_REO request
byte NumP; // number of players in race

byte PLID[40]; // all PLIDs in new order


};

// To request an IS_REO packet at any time, send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_REO (request an IS_REO)

// Pit Lane Facts

enum
{
PITLANE_EXIT, // 0 - left pit lane
PITLANE_ENTER, // 1 - entered pit lane
PITLANE_NO_PURPOSE, // 2 - entered for no purpose
PITLANE_DT, // 3 - entered for drive-through
PITLANE_SG, // 4 - entered for stop-go
PITLANE_NUM
};

// Pit Work Flags

enum
{
PSE_NOTHING, // bit 0 (1)
PSE_STOP, // bit 1 (2)
PSE_FR_DAM, // bit 2 (4)
PSE_FR_WHL, // etc...
PSE_LE_FR_DAM,
PSE_LE_FR_WHL,
PSE_RI_FR_DAM,
PSE_RI_FR_WHL,
PSE_RE_DAM,
PSE_RE_WHL,
PSE_LE_RE_DAM,
PSE_LE_RE_WHL,
PSE_RI_RE_DAM,
PSE_RI_RE_WHL,
PSE_BODY_MINOR,
PSE_BODY_MAJOR,
PSE_SETUP,
PSE_REFUEL,
PSE_NUM
};

// View identifiers

enum
{
VIEW_FOLLOW, // 0 - arcade
VIEW_HELI, // 1 - helicopter
VIEW_CAM, // 2 - tv camera
VIEW_DRIVER, // 3 - cockpit
VIEW_CUSTOM, // 4 - custom
VIEW_MAX
};

const int VIEW_ANOTHER = 255; // viewing another car

// Languages

enum
{
LFS_ENGLISH, // 0
LFS_DEUTSCH, // 1
LFS_PORTUGUESE, // 2
LFS_FRENCH, // 3
LFS_SUOMI, // 4
LFS_NORSK, // 5
LFS_NEDERLANDS, // 6
LFS_CATALAN, // 7
LFS_TURKISH, // 8
LFS_CASTELLANO, // 9
LFS_ITALIANO, // 10
LFS_DANSK, // 11
LFS_CZECH, // 12
LFS_RUSSIAN, // 13
LFS_ESTONIAN, // 14
LFS_SERBIAN, // 15
LFS_GREEK, // 16
LFS_POLSKI, // 17
LFS_CROATIAN, // 18
LFS_HUNGARIAN, // 19
LFS_BRAZILIAN, // 20
LFS_SWEDISH, // 21
LFS_SLOVAK, // 22
LFS_GALEGO, // 23
LFS_SLOVENSKI, // 24
LFS_BELARUSSIAN, // 25
LFS_LATVIAN, // 26
LFS_LITHUANIAN, // 27
LFS_TRADITIONAL_CHINESE, // 28
LFS_SIMPLIFIED_CHINESE, // 29
LFS_JAPANESE, // 30
LFS_KOREAN, // 31
LFS_BULGARIAN, // 32
LFS_LATINO, // 33
LFS_UKRAINIAN, // 34
LFS_INDONESIAN, // 35
LFS_ROMANIAN, // 36
LFS_NUM_LANG // 37
};

// Leave reasons

enum
{
LEAVR_DISCO, // 0 - none
LEAVR_TIMEOUT, // 1 - timed out
LEAVR_LOSTCONN, // 2 - lost connection
LEAVR_KICKED, // 3 - kicked
LEAVR_BANNED, // 4 - banned
LEAVR_SECURITY, // 5 - security
LEAVR_CPW, // 6 - cheat protection wrong
LEAVR_OOS, // 7 - out of sync with host
LEAVR_JOOS, // 8 - join OOS (initial sync failed)
LEAVR_HACK, // 9 - invalid packet
LEAVR_NUM
};

// Penalty values (VALID means the penalty can now be cleared)

enum
{
PENALTY_NONE, // 0
PENALTY_DT, // 1
PENALTY_DT_VALID, // 2
PENALTY_SG, // 3
PENALTY_SG_VALID, // 4
PENALTY_30, // 5
PENALTY_45, // 6
PENALTY_NUM
};

// Penalty reasons

enum
{
PENR_UNKNOWN, // 0 - unknown or cleared penalty
PENR_ADMIN, // 1 - penalty given by admin
PENR_WRONG_WAY, // 2 - wrong way driving
PENR_FALSE_START, // 3 - starting before green light
PENR_SPEEDING, // 4 - speeding in pit lane
PENR_STOP_SHORT, // 5 - stop-go pit stop too short
PENR_STOP_LATE, // 6 - compulsory stop is too late
PENR_NUM
};

// Player flags

#define PIF_LEFTSIDE 1
#define PIF_RESERVED_2 2
#define PIF_RESERVED_4 4
#define PIF_AUTOGEARS 8
#define PIF_SHIFTER 16
#define PIF_RESERVED_32 32
#define PIF_HELP_B 64
#define PIF_AXIS_CLUTCH 128
#define PIF_INPITS 256
#define PIF_AUTOCLUTCH 512
#define PIF_MOUSE 1024
#define PIF_KB_NO_HELP 2048
#define PIF_KB_STABILISED 4096
#define PIF_CUSTOM_VIEW 8192

// Tyre compounds (4 byte order: rear L, rear R, front L, front R)

enum
{
TYRE_R1, // 0
TYRE_R2, // 1
TYRE_R3, // 2
TYRE_R4, // 3
TYRE_ROAD_SUPER, // 4
TYRE_ROAD_NORMAL, // 5
TYRE_HYBRID, // 6
TYRE_KNOBBLY, // 7
TYRE_NUM
};

const int NOT_CHANGED = 255;

// Confirmation flags

#define CONF_MENTIONED 1
#define CONF_CONFIRMED 2
#define CONF_PENALTY_DT 4
#define CONF_PENALTY_SG 8
#define CONF_PENALTY_30 16
#define CONF_PENALTY_45 32
#define CONF_DID_NOT_PIT 64
#define CONF_DISQ (CONF_PENALTY_DT | CONF_PENALTY_SG | CONF_DID_NOT_PIT)
#define CONF_TIME (CONF_PENALTY_30 | CONF_PENALTY_45)

// Race flags

// HOSTF_CAN_VOTE 1
// HOSTF_CAN_SELECT 2
// HOSTF_MID_RACE 32
// HOSTF_MUST_PIT 64
// HOSTF_CAN_RESET 128
// HOSTF_FCV 256
// HOSTF_CRUISE 512

// Passengers byte

// bit 0 front male


// bit 1 front female
// bit 2 rear left male
// bit 3 rear left female
// bit 4 rear middle male
// bit 5 rear middle female
// bit 6 rear right male
// bit 7 rear right female

// TRACKING PACKET REQUESTS


// ========================

// To request players, connections, results or a single NLP or MCI, send an IS_TINY

// In each case, ReqI must be non-zero, and will be returned in the reply packet

// SubT: TINT_NCN - request all connections


// SubT: TINY_NPL - request all players
// SubT: TINY_RES - request all results
// SubT: TINY_NLP - request a single IS_NLP
// SubT: TINY_MCI - request a set of IS_MCI

// OBJECT INFO - for autocross objects - used in some packets and the layout file
// ===========

struct ObjectInfo // Info about a single object - explained in the layout file
format
{
short X;
short Y;

byte Zbyte;
byte Flags;
byte Index;
byte Heading;
};

// JOIN REQUEST - allows external program to decide if a player can join


// ============
// Set the ISF_REQ_JOIN flag in the IS_ISI to receive join requests
// A join request is seen as an IS_NPL packet with ZERO in the NumP field
// An immediate response (e.g. within 1 second) is required using an IS_JRR packet

// In this case, PLID must be zero and JRRAction must be JRR_REJECT or JRR_SPAWN
// If you allow the join and it is successful you will then get a normal IS_NPL
with NumP set
// You can also specify the start position of the car using the StartPos structure

// IS_JRR can also be used to move an existing car to a different location


// In this case, PLID must be set, JRRAction must be JRR_RESET or higher and
StartPos must be set

struct IS_JRR // Join Request Reply - send one of these back to LFS in response to
a join request
{
byte Size; // 16
byte Type; // ISP_JRR
byte ReqI; // 0
byte PLID; // ZERO when this is a reply to a join request - SET to
move a car

byte UCID; // set when this is a reply to a join request - ignored


when moving a car
byte JRRAction; // 1 - allow / 0 - reject (should send message to user)
byte Sp2;
byte Sp3;

ObjectInfo StartPos; // 0: use default start point / Flags = 0x80: set start
point
};

// To use default start point, StartPos should be filled with zero values

// To specify a start point, StartPos X, Y, Zbyte and Heading should be filled like
an autocross
// start position, Flags should be 0x80 and Index should be zero

// Values for JRRAction byte

enum
{
JRR_REJECT,
JRR_SPAWN,
JRR_2,
JRR_3,
JRR_RESET,
JRR_RESET_NO_REPAIR,
JRR_6,
JRR_7,
};

// AUTOCROSS
// =========

// When all objects are cleared from a layout, LFS sends this IS_TINY:

// ReqI: 0
// SubT: TINY_AXC (AutoX Cleared)

// You can request information about the current layout with this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_AXI (AutoX Info)

// The information will be sent back in this packet (also sent when a layout is
loaded):

struct IS_AXI // AutoX Info


{
byte Size; // 40
byte Type; // ISP_AXI
byte ReqI; // 0 unless this is a reply to an TINY_AXI request
byte Zero;

byte AXStart; // autocross start position


byte NumCP; // number of checkpoints
word NumO; // number of objects

char LName[32]; // the name of the layout last loaded (if loaded locally)
};

// On false start or wrong route / restricted area, an IS_PEN packet is sent:

// False start: OldPen = 0 / NewPen = PENALTY_30 / Reason = PENR_FALSE_START


// Wrong route: OldPen = 0 / NewPen = PENALTY_45 / Reason = PENR_WRONG_WAY

// If an autocross object is hit (2 second time penalty) this packet is sent:

struct IS_AXO // AutoX Object


{
byte Size; // 4
byte Type; // ISP_AXO
byte ReqI; // 0
byte PLID; // player's unique id
};

// CAR TRACKING - car position info sent at constant intervals


// ============

// IS_NLP - compact, all cars in 1 variable sized packet


// IS_MCI - detailed, max 16 cars per variable sized packet

// To receive IS_NLP or IS_MCI packets at a specified interval:

// 1) Set the Interval field in the IS_ISI (InSimInit) packet (10, 20, 30... 8000
ms)
// 2) Set one of the flags ISF_NLP or ISF_MCI in the IS_ISI packet

// If ISF_NLP flag is set, one IS_NLP packet is sent...

struct NodeLap // Car info in 6 bytes - there is an array of these in the NLP
(below)
{
word Node; // current path node
word Lap; // current lap
byte PLID; // player's unique id
byte Position; // current race position: 0 = unknown, 1 = leader, etc...
};

const int NLP_MAX_CARS = 40;

struct IS_NLP // Node and Lap Packet - variable size


{
byte Size; // 4 + NumP * 6 (PLUS 2 if needed to make it a multiple of
4)
byte Type; // ISP_NLP
byte ReqI; // 0 unless this is a reply to an TINY_NLP request
byte NumP; // number of players in race

NodeLap Info[NLP_MAX_CARS]; // node and lap of each player, 1 to


NLP_MAX_CARS (NumP)
};

// If ISF_MCI flag is set, a set of IS_MCI packets is sent...

struct CompCar // Car info in 28 bytes - there is an array of these in the MCI
(below)
{
word Node; // current path node
word Lap; // current lap
byte PLID; // player's unique id
byte Position; // current race position: 0 = unknown, 1 = leader, etc...
byte Info; // flags and other info - see below
byte Sp3;
int X; // X map (65536 = 1 metre)
int Y; // Y map (65536 = 1 metre)
int Z; // Z alt (65536 = 1 metre)
word Speed; // speed (32768 = 100 m/s)
word Direction; // car's motion if Speed > 0: 0 = world y direction, 32768
= 180 deg
word Heading; // direction of forward axis: 0 = world y direction, 32768
= 180 deg
short AngVel; // signed, rate of change of heading: (16384 = 360
deg/s)
};

// NOTE 1) Info byte - the bits in this byte have the following meanings:

#define CCI_BLUE 1 // this car is in the way of a driver who is a


lap ahead
#define CCI_YELLOW 2 // this car is slow or stopped and in a
dangerous place

#define CCI_LAG 32 // this car is lagging (missing or


delayed position packets)

#define CCI_FIRST 64 // this is the first compcar in this set of MCI


packets
#define CCI_LAST 128 // this is the last compcar in this set of MCI
packets

// NOTE 2) Heading : 0 = world y axis direction, 32768 = 180 degrees, anticlockwise


from above
// NOTE 3) AngVel : 0 = no change in heading, 8192 = 180 degrees per second
anticlockwise

const int MCI_MAX_CARS = 16;

struct IS_MCI // Multi Car Info - if more than MCI_MAX_CARS in race then more than
one is sent
{
byte Size; // 4 + NumC * 28
byte Type; // ISP_MCI
byte ReqI; // 0 unless this is a reply to an TINY_MCI request
byte NumC; // number of valid CompCar structs in this packet

CompCar Info[MCI_MAX_CARS]; // car info for each player, 1 to


MCI_MAX_CARS (NumC)
};

// You can change the rate of NLP or MCI after initialisation by sending this
IS_SMALL:

// ReqI: 0
// SubT: SMALL_NLI (Node Lap Interval)
// UVal: interval (0 means stop, otherwise time interval: 40, 50, 60... 8000
ms)

// CONTACT - reports contacts between two cars if the closing speed is above 0.25
m/s
// =======

// Set the ISF_CON flag in the IS_ISI to receive car contact reports

struct CarContact // 16 bytes: one car in a contact - two of these in the IS_CON
(below)
{
byte PLID;
byte Info; // like Info byte in CompCar (CCI_BLUE / CCI_YELLOW /
CCI_LAG)
byte Sp2; // spare
char Steer; // front wheel steer in degrees (right positive)

byte ThrBrk; // high 4 bits: throttle / low 4 bits: brake (0 to


15)
byte CluHan; // high 4 bits: clutch / low 4 bits: handbrake
(0 to 15)
byte GearSp; // high 4 bits: gear (15=R) / low 4 bits: spare
byte Speed; // m/s

byte Direction; // car's motion if Speed > 0: 0 = world y direction, 128 =


180 deg
byte Heading; // direction of forward axis: 0 = world y direction, 128 =
180 deg
char AccelF; // m/s^2 longitudinal acceleration (forward positive)
char AccelR; // m/s^2 lateral acceleration (right positive)

short X; // position (1 metre = 16)


short Y; // position (1 metre = 16)
};

struct IS_CON // CONtact - between two cars (A and B are sorted by PLID)
{
byte Size; // 40
byte Type; // ISP_CON
byte ReqI; // 0
byte Zero;

word SpClose; // high 4 bits: reserved / low 12 bits: closing speed (10 =
1 m/s)
word Time; // looping time stamp (hundredths - time since reset - like
TINY_GTH)

CarContact A;
CarContact B;
};

// Set the ISF_OBH flag in the IS_ISI to receive object contact reports

struct CarContOBJ // 8 bytes: car in a contact with an object


{
byte Direction; // car's motion if Speed > 0: 0 = world y direction, 128 =
180 deg
byte Heading; // direction of forward axis: 0 = world y direction, 128 =
180 deg
byte Speed; // m/s
byte Zbyte;

short X; // position (1 metre = 16)


short Y; // position (1 metre = 16)
};

struct IS_OBH // OBject Hit - car hit an autocross object or an unknown object
{
byte Size; // 24
byte Type; // ISP_OBH
byte ReqI; // 0
byte PLID; // player's unique id

word SpClose; // high 4 bits: reserved / low 12 bits: closing speed (10 =
1 m/s)
word Time; // looping time stamp (hundredths - time since reset - like
TINY_GTH)

CarContOBJ C;

short X; // as in ObjectInfo
short Y; // as in ObjectInfo

byte Zbyte; // if OBH_LAYOUT is set: Zbyte as in ObjectInfo


byte Sp1;
byte Index; // AXO_x as in ObjectInfo or zero if it is an unknown
object
byte OBHFlags; // see below
};

// OBHFlags byte

#define OBH_LAYOUT 1 // an added object


#define OBH_CAN_MOVE 2 // a movable object
#define OBH_WAS_MOVING 4 // was moving before this hit
#define OBH_ON_SPOT 8 // object in original position

// Set the ISF_HLV flag in the IS_ISI to receive reports of incidents that would
violate HLVC

struct IS_HLV // Hot Lap Validity - off track / hit wall / speeding in pits / out
of bounds
{
byte Size; // 16
byte Type; // ISP_HLV
byte ReqI; // 0
byte PLID; // player's unique id

byte HLVC; // 0: ground / 1: wall / 4: speeding / 5: out of bounds


byte Sp1;
word Time; // looping time stamp (hundredths - time since reset - like
TINY_GTH)

CarContOBJ C;
};

// CONTROL - reports crossing an InSim checkpoint / entering an InSim circle (from


layout)
// =======

struct IS_UCO // User Control Object


{
byte Size; // 28
byte Type; // ISP_UCO
byte ReqI; // 0
byte PLID; // player's unique id

byte Sp0;
byte UCOAction;
byte Sp2;
byte Sp3;

unsigned Time; // hundredths of a second since start (as in SMALL_RTP)

CarContOBJ C;

ObjectInfo Info; // Info about the checkpoint or circle (see below)


};

// UCOAction byte

enum
{
UCO_CIRCLE_ENTER, // entered a circle
UCO_CIRCLE_LEAVE, // left a circle
UCO_CP_FWD, // crossed cp in forward direction
UCO_CP_REV, // crossed cp in reverse direction
};

// Identifying an InSim checkpoint from the ObjectInfo:

// Index is 252. Checkpoint index (seen in the layout editor) is stored in Flags
bits 0 and 1
// 00 = finish line
// 01 = 1st checkpoint
// 10 = 2nd checkpoint
// 11 = 3rd checkpoint

// Note that the checkpoint index has no meaning in LFS and is provided only for
your convenience.
// If you use many InSim checkpoints you may need to identify them with the X and Y
values.

// Identifying an InSim circle from the ObjectInfo:

// Index is 253. The circle index (seen in the layout editor) is stored in the
Heading byte.

struct IS_CSC // Car State Changed - reports a change in a car's state (currently
start or stop)
{
byte Size; // 20
byte Type; // ISP_CSC
byte ReqI; // 0
byte PLID; // player's unique id

byte Sp0;
byte CSCAction;
byte Sp2;
byte Sp3;

unsigned Time; // hundredths of a second since start (as in SMALL_RTP)

CarContOBJ C;
};

// CSCAction byte

enum
{
CSC_STOP,
CSC_START,
};

// OBJECT CONTROL - currently used for switching start lights


// ==============

struct IS_OCO // Object COntrol


{
byte Size; // 8
byte Type; // ISP_OCO
byte ReqI; // 0
byte Zero;

byte OCOAction; // see below


byte Index; // see below
byte Identifier; // identify particular start lights objects (0 to 63 or 255
= all)
byte Data; // see below
};
// OCOAction byte

enum
{
OCO_ZERO, // reserved
OCO_1, //
OCO_2, //
OCO_3, //
OCO_LIGHTS_RESET, // give up control of all lights
OCO_LIGHTS_SET, // use Data byte to set the bulbs
OCO_LIGHTS_UNSET, // give up control of the specified lights
OCO_NUM
};

// Index byte specifies which lights you want to override

// Currently the following values are supported:

// AXO_START_LIGHTS1 149 // layout


// AXO_START_LIGHTS2 150 // layout
// AXO_START_LIGHTS3 151 // layout
#define OCO_INDEX_MAIN 240 // main start lights

// Identifier byte can be used to override groups of temporary start lights

// It refers to the temporary lights identifier (0 to 63) seen in the layout editor

// Data byte specifies particular bulbs using the low 4 bits

// Bulb bit values for the currently available lights:

// OCO_INDEX_MAIN AXO_START_LIGHTS

// bit 0 (1): red1 bit 0 (1): red


// bit 1 (2): red2 bit 1 (2): amber
// bit 2 (4): red3 -
// bit 3 (8): green bit 3 (8): green

// AUTOCROSS OBJECTS - reporting / adding / removing


// =================

// Set the ISF_AXM_LOAD flag in the IS_ISI for info about objects when a layout is
loaded.
// Set the ISF_AXM_EDIT flag in the IS_ISI for info about objects edited by user or
InSim.

// You can also add or remove objects by sending IS_AXM packets.


// Some care must be taken with these - please read the notes below.

// You can also get (TTC_SEL) or set (PMO_SELECTION) the current editor selection.

const int AXM_MAX_OBJECTS = 60;

struct IS_AXM // AutoX Multiple objects - variable size


{
byte Size; // 8 + NumO * 8
byte Type; // ISP_AXM
byte ReqI; // 0 unless this is a reply to a TINY_AXM request
byte NumO; // number of objects in this packet

byte UCID; // unique id of the connection that sent the packet


byte PMOAction; // see below
byte PMOFlags; // see below
byte Sp3;

ObjectInfo Info[AXM_MAX_OBJECTS]; // info about each object, 0 to


AXM_MAX_OBJECTS (NumO)
};

// Values for PMOAction byte

enum
{
PMO_LOADING_FILE, // 0 - sent by the layout loading system only
PMO_ADD_OBJECTS, // 1 - adding objects (from InSim or editor)
PMO_DEL_OBJECTS, // 2 - delete objects (from InSim or editor)
PMO_CLEAR_ALL, // 3 - clear all objects (NumO must be zero)
PMO_TINY_AXM, // 4 - a reply to a TINY_AXM request
PMO_TTC_SEL, // 5 - a reply to a TTC_SEL request
PMO_SELECTION, // 6 - set a connection's layout editor selection
PMO_POSITION, // 7 - user pressed O without anything selected
PMO_GET_Z, // 8 - request Z values / reply with Z values
PMO_NUM
};

// Info about the PMOFlags byte

#define PMO_FILE_END 1
#define PMO_MOVE_MODIFY 2
#define PMO_SELECTION_REAL 4
#define PMO_AVOID_CHECK 8

// PMO_FILE_END

// If PMO_FILE_END is set in a PMO_LOADING_FILE packet, LFS has reached the end of


// a layout file which it is loading. The added objects will then be optimised.

// Optimised in this case means that static vertex buffers will be created for all
// objects, to greatly improve the frame rate. The problem with this is that when
// there are many objects loaded, optimisation causes a significant glitch which
can
// be long enough to cause a driver who is cornering to lose control and crash.

// PMO_FILE_END can also be set in an IS_AXM with PMOAction of PMO_ADD_OBJECTS.


// This causes all objects to be optimised. It is important not to set
PMO_FILE_END
// in every packet you send to add objects or you will cause severe glitches on the
// clients computers. It is ok to have some objects on the track which are not
// optimised. So if you have a few objects that are being removed and added
// occasionally, the best advice is not to request optimisation at all. Only
// request optimisation (by setting PMO_FILE_END) if you have added so many objects
// that it is needed to improve the frame rate.

// NOTE 1) LFS makes sure that all objects are optimised when the race restarts.
// NOTE 2) In the 'more' section of SHIFT+U there is info about optimised objects.
// If you are using InSim to send many packets of objects (for example loading an
// entire layout through InSim) then you must take care of the bandwidth and buffer
// overflows. You must not try to send all the objects at once. It's probably
good
// to use LFS's method of doing this: send the first packet of objects then wait
for
// the corresponding IS_AXM that will be output when the packet is processed. Then
// you can send the second packet and again wait for the IS_AXM and so on.

// PMO_MOVE_MODIFY

// When objects are moved or modified in the layout editor, two IS_AXM packets are
// sent. A PMO_DEL_OBJECTS followed by a PMO_ADD_OBJECTS. In this case the flag
// PMO_MOVE_MODIFY is set in the PMOFlags byte of both packets.

// PMO_SELECTION_REAL

// If you send an IS_AXM with PMOAction of PMO_SELECTION it is possible for it to


be
// either a selection of real objects (as if the user selected several objects
while
// holding the CTRL key) or a clipboard selection (as if the user pressed CTRL+C
after
// selecting objects). Clipboard is the default selection mode. A real selection
can
// be set by using the PMO_SELECTION_REAL bit in the PMOFlags byte.

// PMO_AVOID_CHECK

// If you send an IS_AXM with PMOAction of PMO_ADD_OBJECTS you may wish to set the
// UCID to one of the guest connections (for example if that user's action caused
the
// objects to be added). In this case some validity checks are done on the guest's
// computer which may report "invalid position" or "intersecting object" and delete
// the objects. This can be avoided by setting the PMO_AVOID_CHECK bit.

// To request IS_AXM packets for all layout objects and circles send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_AXM (request IS_AXM packets for the entire layout)

// LFS will send as many IS_AXM packets as needed to describe the whole layout.
// If there are no objects or circles, there will be one IS_AXM with zero NumO.
// The final IS_AXM packet will have the PMO_FILE_END flag set.

// To request an IS_AXM for a connection's layout editor selection send this


IS_TTC:

// ReqI: non-zero (returned in the reply)


// SubT: TTC_SEL (request an IS_AXM for the current selection)
// UCID: connection (0 = local / non-zero = guest)

// An IS_AXM with PMO_POSITION is sent with a single object in the packet if a user
// presses O without any object type selected. Information only - no object is
added.
// The only valid values in Info are X, Y, Zbyte and Heading.
// PMO_GET_Z can be used to request the resulting Zbyte values for given X, Y,
Zbyte
// positions listed in the IS_AXM. A similar reply (information only) will be sent
// with adjusted Zbyte values. Index and Heading are ignored and set to zero in
the
// reply. Flags is set to 0x80 if Zbyte was successfully adjusted, zero if not.
// Suggested input values for Zbyte are either 240 to get the highest point at X, Y
// or you may use the approximate altitude (see layout file format).

// CAR POSITION PACKETS (Initialising OutSim from InSim - See "OutSim" below)
// ====================

// To request Car Positions from the currently viewed car, send this IS_SMALL:

// ReqI: 0
// SubT: SMALL_SSP (Start Sending Positions)
// UVal: interval (time between updates - zero means stop sending)

// If OutSim has not been setup in cfg.txt, the SSP packet makes LFS send UDP
packets
// if in game, using the OutSim system as documented near the end of this text
file.

// You do not need to set any OutSim values in LFS cfg.txt - OutSim is fully
// initialised by the SSP packet.

// The OutSim packets will be sent to the UDP port specified in the InSimInit
packet.

// NOTE: OutSim packets are not InSim packets and don't have a 4-byte header.

// DASHBOARD PACKETS (Initialising OutGauge from InSim - See "OutGauge" below)


// =================

// To request Dashboard Packets from the currently viewed car, send this IS_SMALL:

// ReqI: 0
// SubT: SMALL_SSG (Start Sending Gauges)
// UVal: interval (time between updates - zero means stop sending)

// If OutGauge has not been setup in cfg.txt, the SSG packet makes LFS send UDP
packets
// if in game, using the OutGauge system as documented near the end of this text
file.

// You do not need to set any OutGauge values in LFS cfg.txt - OutGauge is fully
// initialised by the SSG packet.

// The OutGauge packets will be sent to the UDP port specified in the InSimInit
packet.

// NOTE: OutGauge packets are not InSim packets and don't have a 4-byte header.

// CAMERA CONTROL
// ==============
// IN GAME camera control
// ----------------------

// You can set the viewed car and selected camera directly with a special packet
// These are the states normally set in game by using the TAB and V keys

struct IS_SCC // Set Car Camera - Simplified camera packet (not SHIFT+U mode)
{
byte Size; // 8
byte Type; // ISP_SCC
byte ReqI; // 0
byte Zero;

byte ViewPLID; // Unique ID of player to view


byte InGameCam; // InGameCam (as reported in StatePack)
byte Sp2;
byte Sp3;
};

// NOTE: Set InGameCam or ViewPLID to 255 to leave that option unchanged.

// DIRECT camera control


// ---------------------

// A Camera Position Packet can be used for LFS to report a camera position and
state.
// An InSim program can also send one to set LFS camera position in game or SHIFT+U
mode.

// Type: "Vec": 3 ints (X, Y, Z) - 65536 means 1 metre

struct IS_CPP // Cam Pos Pack - Full camera packet (in car OR SHIFT+U mode)
{
byte Size; // 32
byte Type; // ISP_CPP
byte ReqI; // instruction: 0 / or reply: ReqI as received in the
TINY_SCP
byte Zero;

Vec Pos; // Position vector

word H; // heading - 0 points along Y axis


word P; // pitch
word R; // roll

byte ViewPLID; // Unique ID of viewed player (0 = none)


byte InGameCam; // InGameCam (as reported in StatePack)

float FOV; // 4-byte float: FOV in degrees

word Time; // Time in ms to get there (0 means instant)


word Flags; // ISS state flags (see below)
};

// The ISS state flags that can be set are:

// ISS_SHIFTU - in SHIFT+U mode


// ISS_SHIFTU_FOLLOW - FOLLOW view
// ISS_VIEW_OVERRIDE - override user view
// On receiving this packet, LFS will set up the camera to match the values in the
packet,
// including switching into or out of SHIFT+U mode depending on the ISS_SHIFTU
flag.

// If ISS_VIEW_OVERRIDE is set, the in-car view Heading, Pitch, Roll and FOV [not
smooth]
// can be set using this packet. Otherwise normal in game control will be used.

// Position vector (Vec Pos) - in SHIFT+U mode, Pos can be either relative or
absolute.

// If ISS_SHIFTU_FOLLOW is set, it's a following camera, so the position is


relative to
// the selected car. Otherwise, the position is absolute, as used in normal
SHIFT+U mode.

// NOTE: Set InGameCam or ViewPLID to 255 to leave that option unchanged.

// SMOOTH CAMERA POSITIONING


// --------------------------

// The "Time" value in the packet is used for camera smoothing. A zero Time means
instant
// positioning. Any other value (milliseconds) will cause the camera to move
smoothly to
// the requested position in that time. This is most useful in SHIFT+U camera
modes or
// for smooth changes of internal view when using the ISS_VIEW_OVERRIDE flag.

// NOTE: You can use frequently updated camera positions with a longer Time value
than
// the update frequency. For example, sending a camera position every 100 ms, with
a
// Time value of 1000 ms. LFS will make a smooth motion from the rough inputs.

// If the requested camera mode is different from the one LFS is already in, it
cannot
// move smoothly to the new position, so in this case the "Time" value is ignored.

// GETTING A CAMERA PACKET


// -----------------------

// To GET a CamPosPack from LFS, send this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_SCP (Send Cam Pos)

// LFS will reply with a CamPosPack as described above. You can store this packet
// and later send back exactly the same packet to LFS and it will try to replicate
// that camera position.

// TIME CONTROL
// ============

// Request the current time at any point with this IS_TINY:


// ReqI: non-zero (returned in the reply)
// SubT: TINY_GTH (Get Time in Hundredths)

// The time will be sent back in this IS_SMALL:

// ReqI: non-zero (as received in the request packet)


// SubT: SMALL_RTP (Race Time Packet)
// UVal: Time (hundredths of a second since start of race or
replay)

// You can stop or start time in LFS and while it is stopped you can send packets
to move
// time in steps. Time steps are specified in hundredths of a second.
// Warning: unlike pausing, this is a "trick" to LFS and the program is unaware of
time
// passing so you must not leave it stopped because LFS is unusable in that state.
// This packet is not available in live multiplayer mode.

// Stop and Start with this IS_SMALL:

// ReqI: 0
// SubT: SMALL_TMS (TiMe Stop)
// UVal: stop (1 - stop / 0 - carry on)

// When STOPPED, make time step updates with this IS_SMALL:

// ReqI: 0
// SubT: SMALL_STP (STeP)
// UVal: number (number of hundredths of a second to update)

// REPLAY CONTROL
// ==============

// You can load a replay or set the position in a replay with an IS_RIP packet.
// Replay positions and lengths are specified in hundredths of a second.
// LFS will reply with another IS_RIP packet when the request is completed.

struct IS_RIP // Replay Information Packet


{
byte Size; // 80
byte Type; // ISP_RIP
byte ReqI; // request: non-zero / reply: same value returned
byte Error; // 0 or 1 = OK / other values are listed below

byte MPR; // 0 = SPR / 1 = MPR


byte Paused; // request: pause on arrival / reply: paused state
byte Options; // various options - see below
byte Sp3;

unsigned CTime; // (hundredths) request: destination / reply:


position
unsigned TTime; // (hundredths) request: zero / reply: replay length

char RName[64]; // zero or replay name - last byte must be zero


};

// NOTE about RName:


// In a request, replay RName will be loaded. If zero then the current replay is
used.
// In a reply, RName is the name of the current replay, or zero if no replay is
loaded.

// You can request an IS_RIP packet at any time with this IS_TINY:

// ReqI: non-zero (returned in the reply)


// SubT: TINY_RIP (Replay Information Packet)

// Error codes returned in IS_RIP replies:

enum
{
RIP_OK, // 0 - OK: completed instruction
RIP_ALREADY, // 1 - OK: already at the destination
RIP_DEDICATED, // 2 - can't run a replay - dedicated host
RIP_WRONG_MODE, // 3 - can't start a replay - not in a suitable mode
RIP_NOT_REPLAY, // 4 - RName is zero but no replay is currently
loaded
RIP_CORRUPTED, // 5 - IS_RIP corrupted (e.g. RName does not end
with zero)
RIP_NOT_FOUND, // 6 - the replay file was not found
RIP_UNLOADABLE, // 7 - obsolete / future / corrupted
RIP_DEST_OOB, // 8 - destination is beyond replay length
RIP_UNKNOWN, // 9 - unknown error found starting replay
RIP_USER, // 10 - replay search was terminated by user
RIP_OOS, // 11 - can't reach destination - SPR is out of sync
};

// Options byte: some options

#define RIPOPT_LOOP 1 // replay will loop if this bit is


set
#define RIPOPT_SKINS 2 // set this bit to download missing skins
#define RIPOPT_FULL_PHYS 4 // use full physics when searching an MPR

// NOTE: RIPOPT_FULL_PHYS makes MPR searching much slower so should not normally be
used.
// This flag was added to allow high accuracy MCI packets to be output when fast
forwarding.

// SCREENSHOTS
// ===========

// You can instuct LFS to save a screenshot in data\shots using the IS_SSH packet.
// It will be saved as bmp / jpg / png as set in Misc Options.
// Name can be a filename (excluding extension) or zero - LFS will create a name.
// LFS will reply with another IS_SSH when the request is completed.

struct IS_SSH // ScreenSHot


{
byte Size; // 40
byte Type; // ISP_SSH
byte ReqI; // request: non-zero / reply: same value returned
byte Error; // 0 = OK / other values are listed below

byte Sp0; // 0
byte Sp1; // 0
byte Sp2; // 0
byte Sp3; // 0

char Name[32]; // name of screenshot file - last byte must be zero


};

// Error codes returned in IS_SSH replies:

enum
{
SSH_OK, // 0 - OK: completed instruction
SSH_DEDICATED, // 1 - can't save a screenshot - dedicated host
SSH_CORRUPTED, // 2 - IS_SSH corrupted (e.g. Name does not end with
zero)
SSH_NO_SAVE, // 3 - could not save the screenshot
};

// BUTTONS
// =======

// You can make up to 240 buttons appear on the host or guests (ID = 0 to 239).
// You should set the ISF_LOCAL flag (in IS_ISI) if your program is not a host
control
// system, to make sure your buttons do not conflict with any buttons sent by the
host.

// LFS can display normal buttons in these four screens:

// - main entry screen


// - race setup screen
// - in game
// - SHIFT+U mode

// The recommended area for most buttons is defined by:

#define IS_X_MIN 0
#define IS_X_MAX 110

#define IS_Y_MIN 30
#define IS_Y_MAX 170

// If you draw buttons in this area, the area will be kept clear to
// avoid overlapping LFS buttons with your InSim program's buttons.
// Buttons outside that area will not have a space kept clear.
// You can also make buttons visible in all screens - see below.

// To delete one button or a range of buttons or clear all buttons, send this
packet:

struct IS_BFN // Button FunctioN - delete buttons / receive button requests


{
byte Size; // 8
byte Type; // ISP_BFN
byte ReqI; // 0
byte SubT; // subtype, from BFN_ enumeration (see below)

byte UCID; // connection to send to or received from (0 = local / 255


= all)
byte ClickID; // if SubT is BFN_DEL_BTN: ID of single button to delete or
first button in range
byte ClickMax; // if SubT is BFN_DEL_BTN: ID of last button in range (if
greater than ClickID)
byte Inst; // used internally by InSim
};

enum // the fourth byte of IS_BFN packets is one of these


{
BFN_DEL_BTN, // 0 - instruction : delete one button or
range of buttons (must set ClickID)
BFN_CLEAR, // 1 - instruction : clear all buttons made
by this insim instance
BFN_USER_CLEAR, // 2 - info : user cleared this
insim instance's buttons
BFN_REQUEST, // 3 - user request : SHIFT+B or SHIFT+I -
request for buttons
};

// NOTE: BFN_REQUEST allows the user to bring up buttons with SHIFT+B or SHIFT+I

// SHIFT+I clears all host buttons if any - or sends a BFN_REQUEST to host


instances
// SHIFT+B is the same but for local buttons and local instances

// To send a button to LFS, send this variable sized packet

struct IS_BTN // BuTtoN - button header - followed by 0 to 240 characters


{
byte Size; // 12 + TEXT_SIZE (a multiple of 4)
byte Type; // ISP_BTN
byte ReqI; // non-zero (returned in IS_BTC and IS_BTT packets)
byte UCID; // connection to display the button (0 = local / 255 = all)

byte ClickID; // button ID (0 to 239)


byte Inst; // some extra flags - see below
byte BStyle; // button style flags - see below
byte TypeIn; // max chars to type in - see below

byte L; // left : 0 - 200


byte T; // top : 0 - 200
byte W; // width : 0 - 200
byte H; // height : 0 - 200

// char Text[TEXT_SIZE]; // 0 to 240 characters of text


};

// ClickID byte: this value is returned in IS_BTC and IS_BTT packets.

// Host buttons and local buttons are stored separately, so there is no chance of a
conflict between
// a host control system and a local system (although the buttons could overlap on
screen).

// Programmers of local InSim programs may wish to consider using a configurable


button range and
// possibly screen position, in case their users will use more than one local InSim
program at once.
// TypeIn byte: if set, the user can click this button to type in text.

// Lowest 7 bits are the maximum number of characters to type in (0 to 95)


// Highest bit (128) can be set to initialise dialog with the button's text

// On clicking the button, a text entry dialog will be opened, allowing the
specified number of
// characters to be typed in. The caption on the text entry dialog is optionally
customisable using
// Text in the IS_BTN packet. If the first character of IS_BTN's Text field is
zero, LFS will read
// the caption up to the second zero. The visible button text then follows that
second zero.

// Text: 65-66-67-0 would display button text "ABC" and no caption

// Text: 0-65-66-67-0-68-69-70-71-0-0-0 would display button text "DEFG" and


caption "ABC"

// Inst byte: mainly used internally by InSim but also provides some extra user
flags

#define INST_ALWAYS_ON 128 // if this bit is set the button is visible in


all screens

// NOTE: You should not use INST_ALWAYS_ON for most buttons. This is a special
flag for buttons
// that really must be on in all screens (including the garage and options
screens). You will
// probably need to confine these buttons to the top or bottom edge of the screen,
to avoid
// overwriting LFS buttons. Most buttons should be defined without this flag, and
positioned
// in the recommended area so LFS can keep a space clear in the main screens.

// BStyle byte: style flags for the button

#define ISB_C1 1 // you can choose a standard


#define ISB_C2 2 // interface colour using
#define ISB_C4 4 // these 3 lowest bits - see below
#define ISB_CLICK 8 // click this button to send IS_BTC
#define ISB_LIGHT 16 // light button
#define ISB_DARK 32 // dark button
#define ISB_LEFT 64 // align text to left
#define ISB_RIGHT 128 // align text to right

// colour 0: light grey (not user editable)


// colour 1: title colour (default:yellow)
// colour 2: unselected text (default:black)
// colour 3: selected text (default:white)
// colour 4: ok (default:green)
// colour 5: cancel (default:red)
// colour 6: text string (default:pale blue)
// colour 7: unavailable (default:grey)

// NOTE: If width or height are zero, this would normally be an invalid button.
But in that case if
// there is an existing button with the same ClickID, all the packet contents are
ignored except the
// Text field. This can be useful for updating the text in a button without
knowing its position.
// For example, you might reply to an IS_BTT using an IS_BTN with zero W and H to
update the text.

// Replies: If the user clicks on a clickable button, this packet will be sent:

struct IS_BTC // BuTton Click - sent back when user clicks a button
{
byte Size; // 8
byte Type; // ISP_BTC
byte ReqI; // ReqI as received in the IS_BTN
byte UCID; // connection that clicked the button (zero if local)

byte ClickID; // button identifier originally sent in IS_BTN


byte Inst; // used internally by InSim
byte CFlags; // button click flags - see below
byte Sp3;
};

// CFlags byte: click flags

#define ISB_LMB 1 // left click


#define ISB_RMB 2 // right click
#define ISB_CTRL 4 // ctrl + click
#define ISB_SHIFT 8 // shift + click

// If the TypeIn byte is set in IS_BTN the user can type text into the button
// In that case no IS_BTC is sent - an IS_BTT is sent when the user presses ENTER

struct IS_BTT // BuTton Type - sent back when user types into a text entry button
{
byte Size; // 104
byte Type; // ISP_BTT
byte ReqI; // ReqI as received in the IS_BTN
byte UCID; // connection that typed into the button (zero if local)

byte ClickID; // button identifier originally sent in IS_BTN


byte Inst; // used internally by InSim
byte TypeIn; // from original button specification
byte Sp3;

char Text[96]; // typed text, zero to TypeIn specified in IS_BTN


};

// OutSim - MOTION SIMULATOR SUPPORT AND TELEMETRY OUTPUT


// ======

// The user's car in multiplayer or the viewed car in single player or single
player
// replay can output data to an external program while in VIEW_DRIVER or
VIEW_CUSTOM.

// This can be controlled by 6 lines in the cfg.txt file:

// OutSim Mode 0 : 0 = off / 1 = driving / 2 = driving + replay


// OutSim Delay 1 : minimum delay between packets (100ths of a sec)
// OutSim IP 0.0.0.0 : IP address to send the UDP packet
// OutSim Port 0 : IP port
// OutSim ID 0 : if not zero, adds an identifier to the packet
// OutSim Opts 0 : see docs\OutSimPack.txt for the available options

// If OutSim Opts is zero, each update sends the following UDP packet:

struct OutSimPack
{
unsigned Time; // time in milliseconds (to check order)

Vector AngVel; // 3 floats, angular velocity vector


float Heading; // anticlockwise from above (Z)
float Pitch; // anticlockwise from right (X)
float Roll; // anticlockwise from front (Y)
Vector Accel; // 3 floats X, Y, Z
Vector Vel; // 3 floats X, Y, Z
Vec Pos; // 3 ints X, Y, Z (1m = 65536)

int ID; // optional - only if OutSim ID is


specified
};

// NOTE 1) X and Y axes are on the ground, Z is up.

// NOTE 2) Motion simulators can be dangerous. The Live for Speed developers do
// not support any motion systems in particular and cannot accept responsibility
// for injuries or deaths connected with the use of such machinery.

// OutGauge - EXTERNAL DASHBOARD SUPPORT


// ========

// The user's car in multiplayer or the viewed car in single player or


// single player replay can output information to a dashboard system
// while viewed from an internal view.

// This can be controlled by 5 lines in the cfg.txt file:

// OutGauge Mode 0 : 0-off 1-driving 2-driving+replay


// OutGauge Delay 1 : minimum delay between packets (100ths of a sec)
// OutGauge IP 0.0.0.0 : IP address to send the UDP packet
// OutGauge Port 0 : IP port
// OutGauge ID 0 : if not zero, adds an identifier to the packet

// Each update sends the following UDP packet:

struct OutGaugePack
{
unsigned Time; // time in milliseconds (to check order)

char Car[4]; // Car name


word Flags; // Info (see OG_x below)
byte Gear; // Reverse:0, Neutral:1, First:2...
byte PLID; // Unique ID of viewed player (0 = none)
float Speed; // M/S
float RPM; // RPM
float Turbo; // BAR
float EngTemp; // C
float Fuel; // 0 to 1
float OilPressure; // BAR
float OilTemp; // C
unsigned DashLights; // Dash lights available (see DL_x below)
unsigned ShowLights; // Dash lights currently switched on
float Throttle; // 0 to 1
float Brake; // 0 to 1
float Clutch; // 0 to 1
char Display1[16]; // Usually Fuel
char Display2[16]; // Usually Settings

int ID; // optional - only if OutGauge ID


is specified
};

// OG_x - bits for OutGaugePack Flags

#define OG_SHIFT 1 // key


#define OG_CTRL 2 // key

#define OG_TURBO 8192 // show turbo gauge


#define OG_KM 16384 // if not set - user prefers MILES
#define OG_BAR 32768 // if not set - user prefers PSI

// DL_x - bits for OutGaugePack DashLights and ShowLights

enum
{
DL_SHIFT, // bit 0 - shift light
DL_FULLBEAM, // bit 1 - full beam
DL_HANDBRAKE, // bit 2 - handbrake
DL_PITSPEED, // bit 3 - pit speed limiter
DL_TC, // bit 4 - TC active or switched off
DL_SIGNAL_L, // bit 5 - left turn signal
DL_SIGNAL_R, // bit 6 - right turn signal
DL_SIGNAL_ANY, // bit 7 - shared turn signal
DL_OILWARN, // bit 8 - oil pressure warning
DL_BATTERY, // bit 9 - battery warning
DL_ABS, // bit 10 - ABS active or switched off
DL_ENGINE, // bit 11 - engine damage
DL_FOG_REAR, // bit 12
DL_FOG_FRONT, // bit 13
DL_DIPPED, // bit 14 - dipped headlight symbol
DL_FUELWARN, // bit 15 - low fuel warning light
DL_SIDELIGHTS, // bit 16 - sidelights symbol
DL_NEUTRAL, // bit 17 - neutral light
DL_18,
DL_19,
DL_20,
DL_21,
DL_22,
DL_23,
DL_NUM
};

// bits outside the numerical range above

#define DLF_ENGINE_SEVERE 0x10000000 // set if engine damage is severe


//////
#endif

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