
Thanks for taking a look.
The datatypes are bounded when written to the message (see minmaxclamp). There's no reason to clamp them before, specially because I don't want to tamper with the internal state of the QC code.
16-bit angles/coords are implemented, I just didn't see a reason to include in the file since they're independent of the rest of the algorithm.
The way the vanilla protocol encodes items2 and serverflags is a nasty hack that can't be cleanly integrated with the rest, so I preferred to waste some bandwidth sending it separately.
I'm aware that DP has a zoom-related extension, but I didn't have the time to research into the DP code to avoid conflicts. That will be done later.

Weird and bizarre stuff is fun!
Yes, the bits will be reordered later.
I didn't understand the comment about var foo = 1; . That code for skipping empty values was implemented eons ago to reduce the savegames for the Dreamcast version of Makaqu, and it never caused any problem in any of the mods I've tried. I'll test this.
I've chosen abs min/max to avoid calculating it in the client, but you're right.
I haven't fully learned how the signon works, and I'm aware I'll have to study the buffers to make sure everything will fit. But thanks for the heads up.
Velocity isn't part of the entity snapshot in the vanilla protocol, which is why I haven't included it yet. But I'm planning to implement network prediction, so it will eventually be included.
The SU_ stuff was the last thing I've worked on, so it still needs some revisions. I've also thought "wtf" when I saw how it turned out…
I'm only using deltas from baselines because that's how the vanilla protocol works. I do want to implement nack-based deltas, but I didn't have time to study this yet.
About not offering anything new, well… I won't explain stuff just to argue.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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