#define UPID_VERSION_DENY 1 // Netgame join or info has been denied due to version difference.
#define UPID_GAME_INFO_REQ 2 // Requesting all info about a netgame.
#define UPID_GAME_INFO 3 // Packet containing all info about a netgame.
#define UPID_GAME_INFO_LITE_REQ 4 // Requesting lite info about a netgame. Used for discovering games.
#define UPID_GAME_INFO_LITE 5 // Packet containing lite netgame info.
#define UPID_DUMP 6 // Packet containing why player cannot join this game.
#define UPID_ADDPLAYER 7 // Packet from Host containing info about a new player.
#define UPID_REQUEST 8 // New player says: "I want to be inside of you!" (haha, sorry I could not resist) / Packet containing request to join the game actually.
#define UPID_QUIT_JOINING 9 // Packet from a player who suddenly quits joining.
#define UPID_SYNC 10 // Packet from host containing full netgame info to sync players up.
#define UPID_OBJECT_DATA 11 // Packet from host containing object buffer.
#define UPID_PING 12 // Packet from host containing his GameTime and the Ping list. Client returns this time to host as UPID_PONG and adapts the ping list.
#define UPID_PONG 13 // Packet answer from client to UPID_PING. Contains the time the initial ping packet was sent.
#define UPID_ENDLEVEL_H 14 // Packet from Host to all Clients containing connect-states and kills information about everyone in the game.
#define UPID_ENDLEVEL_C 15 // Packet from Client to Host containing connect-state and kills information from this Client.
#define UPID_PDATA_H 16 // Packet from Host to all Clients containing all players movement data.
#define UPID_PDATA_C 17 // Packet from Client to Host containing his movement data.
#define UPID_MDATA_P0 18 // Packet containing multi buffer from a player. Priority 0 - no ACK needed.
#define UPID_MDATA_P1 19 // Packet containing multi buffer from a player. Priority 1 - ACK needed. Also contains pkt_num
#define UPID_MDATA_ACK 20 // ACK packet for UPID_MDATA_P1.
// Structure keeping lite game infos (for netlist, etc.)