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802 lines
27 KiB
PHP
802 lines
27 KiB
PHP
/* Message constants
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*
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* by the AMX Mod X Development Team
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*
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* This file is provided as is (no warranties).
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*
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*/
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#if defined _message_const_included
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#endinput
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#endif
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#define _message_const_included
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/* Destination types for message_begin() */
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#define MSG_BROADCAST 0 // Unreliable to all
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#define MSG_ONE 1 // Reliable to one (msg_entity)
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#define MSG_ALL 2 // Reliable to all
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#define MSG_INIT 3 // Write to the init string
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#define MSG_PVS 4 // Ents in PVS of org
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#define MSG_PAS 5 // Ents in PAS of org
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#define MSG_PVS_R 6 // Reliable to PVS
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#define MSG_PAS_R 7 // Reliable to PAS
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#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)
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#define MSG_SPEC 9 // Sends to all spectator proxies
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/* Hardcoded message types for message_begin()
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* Look in the actual HLSDK for details!
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*/
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#define SVC_NOP 1
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#define SVC_DISCONNECT 2
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#define SVC_EVENT 3
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#define SVC_VERSION 4
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#define SVC_SETVIEW 5
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#define SVC_SOUND 6
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#define SVC_TIME 7
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#define SVC_PRINT 8
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#define SVC_STUFFTEXT 9
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#define SVC_SETANGLE 10
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#define SVC_SERVERINFO 11
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#define SVC_LIGHTSTYLE 12
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#define SVC_UPDATEUSERINFO 13
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#define SVC_DELTADESCRIPTION 14
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#define SVC_CLIENTDATA 15
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#define SVC_STOPSOUND 16
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#define SVC_PINGS 17
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#define SVC_PARTICLE 18
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#define SVC_DAMAGE 19
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#define SVC_SPAWNSTATIC 20
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#define SVC_EVENT_RELIABLE 21
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#define SVC_SPAWNBASELINE 22
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#define SVC_TEMPENTITY 23
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#define SVC_SETPAUSE 24
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#define SVC_SIGNONNUM 25
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#define SVC_CENTERPRINT 26
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#define SVC_KILLEDMONSTER 27
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#define SVC_FOUNDSECRET 28
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#define SVC_SPAWNSTATICSOUND 29
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#define SVC_INTERMISSION 30
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#define SVC_FINALE 31
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#define SVC_CDTRACK 32
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#define SVC_RESTORE 33
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#define SVC_CUTSCENE 34
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#define SVC_WEAPONANIM 35
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#define SVC_DECALNAME 36
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#define SVC_ROOMTYPE 37
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#define SVC_ADDANGLE 38
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#define SVC_NEWUSERMSG 39
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#define SVC_PACKETENTITIES 40
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#define SVC_DELTAPACKETENTITIES 41
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#define SVC_CHOKE 42
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#define SVC_RESOURCELIST 43
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#define SVC_NEWMOVEVARS 44
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#define SVC_RESOURCEREQUEST 45
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#define SVC_CUSTOMIZATION 46
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#define SVC_CROSSHAIRANGLE 47
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#define SVC_SOUNDFADE 48
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#define SVC_FILETXFERFAILED 49
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#define SVC_HLTV 50
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#define SVC_DIRECTOR 51
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#define SVC_VOICEINIT 52
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#define SVC_VOICEDATA 53
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#define SVC_SENDEXTRAINFO 54
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#define SVC_TIMESCALE 55
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/* Message flags for set_msg_block() */
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#define BLOCK_NOT 0
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#define BLOCK_ONCE 1
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#define BLOCK_SET 2
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/* Used with get_msg_argtype() and set_msg_arg_ */
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enum
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{
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ARG_BYTE = 1, /* int */
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ARG_CHAR, /* int */
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ARG_SHORT, /* int */
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ARG_LONG, /* int */
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ARG_ANGLE, /* float */
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ARG_COORD, /* float */
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ARG_STRING, /* string */
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ARG_ENTITY, /* int */
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}
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/* Temp entity message types for message_begin() */
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#define TE_BEAMPOINTS 0 // Beam effect between two points
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// write_byte(TE_BEAMPOINTS)
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// write_coord(startposition.x)
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// write_coord(startposition.y)
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// write_coord(startposition.z)
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// write_coord(endposition.x)
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// write_coord(endposition.y)
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// write_coord(endposition.z)
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// write_short(sprite index)
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// write_byte(starting frame)
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// write_byte(frame rate in 0.1's)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(noise amplitude in 0.01's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(scroll speed in 0.1's)
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#define TE_BEAMENTPOINT 1 // Beam effect between point and entity
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// write_byte(TE_BEAMENTPOINT)
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// write_short(start entity)
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// write_coord(endposition.x)
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// write_coord(endposition.y)
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// write_coord(endposition.z)
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// write_short(sprite index)
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// write_byte(starting frame)
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// write_byte(frame rate in 0.1's)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(noise amplitude in 0.01's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(scroll speed in 0.1's)
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#define TE_GUNSHOT 2 // Particle effect plus ricochet sound
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// write_byte(TE_GUNSHOT)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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#define TE_EXPLOSION 3 // Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
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// write_byte(TE_EXPLOSION)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_short(sprite index)
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// write_byte(scale in 0.1's)
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// write_byte(framerate)
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// write_byte(flags)
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//
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// The Explosion effect has some flags to control performance/aesthetic features:
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#define TE_EXPLFLAG_NONE 0 // All flags clear makes default Half-Life explosion
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#define TE_EXPLFLAG_NOADDITIVE 1 // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
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#define TE_EXPLFLAG_NODLIGHTS 2 // Do not render dynamic lights
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#define TE_EXPLFLAG_NOSOUND 4 // Do not play client explosion sound
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#define TE_EXPLFLAG_NOPARTICLES 8 // Do not draw particles
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#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
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// write_byte(TE_TAREXPLOSION)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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#define TE_SMOKE 5 // Alphablend sprite, move vertically 30 pps
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// write_byte(TE_SMOKE)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_short(sprite index)
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// write_byte(scale in 0.1's)
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// write_byte(framerate)
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#define TE_TRACER 6 // Tracer effect from point to point
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// write_byte(TE_TRACER)
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// write_coord(startposition.x)
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// write_coord(startposition.y)
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// write_coord(startposition.z)
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// write_coord(endposition.x)
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// write_coord(endposition.y)
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// write_coord(endposition.z)
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#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
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// write_byte(TE_LIGHTNING)
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// write_coord(startposition.x)
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// write_coord(startposition.y)
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// write_coord(startposition.z)
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// write_coord(endposition.x)
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// write_coord(endposition.y)
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// write_coord(endposition.z)
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// write_byte(life in 0.1's)
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// write_byte(width in 0.1's)
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// write_byte(amplitude in 0.01's)
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// write_short(sprite model index)
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#define TE_BEAMENTS 8
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// write_byte(TE_BEAMENTS)
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// write_short(start entity)
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// write_short(end entity)
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// write_short(sprite index)
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// write_byte(starting frame)
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// write_byte(frame rate in 0.1's)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(noise amplitude in 0.01's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(scroll speed in 0.1's)
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#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
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// write_byte(TE_SPARKS)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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#define TE_LAVASPLASH 10 // Quake1 lava splash
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// write_byte(TE_LAVASPLASH)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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#define TE_TELEPORT 11 // Quake1 teleport splash
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// write_byte(TE_TELEPORT)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
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// write_byte(TE_EXPLOSION2)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_byte(starting color)
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// write_byte(num colors)
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#define TE_BSPDECAL 13 // Decal from the .BSP file
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// write_byte(TE_BSPDECAL)
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// write_coord(position.x) decal position (center of texture in world)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_short(texture index of precached decal texture name)
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// write_short(entity index)
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// [optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)]
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#define TE_IMPLOSION 14 // Tracers moving toward a point
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// write_byte(TE_IMPLOSION)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_byte(radius)
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// write_byte(count)
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// write_byte(life in 0.1's)
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#define TE_SPRITETRAIL 15 // Line of moving glow sprites with gravity, fadeout, and collisions
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// write_byte(TE_SPRITETRAIL)
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// write_coord(startposition.x)
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// write_coord(startposition.y)
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// write_coord(startposition.z)
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// write_coord(endposition.x)
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// write_coord(endposition.y)
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// write_coord(endposition.z)
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// write_short(sprite index)
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// write_byte(count)
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// write_byte(life in 0.1's)
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// write_byte(scale in 0.1's)
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// write_byte(velocity along vector in 10's)
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// write_byte(randomness of velocity in 10's)
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#define TE_SPRITE 17 // Additive sprite, plays 1 cycle
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// write_byte(TE_SPRITE)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_short(sprite index)
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// write_byte(scale in 0.1's)
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// write_byte(brightness)
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#define TE_BEAMSPRITE 18 // A beam with a sprite at the end
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// write_byte(TE_BEAMSPRITE)
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// write_coord(startposition.x)
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// write_coord(startposition.y)
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// write_coord(startposition.z)
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// write_coord(endposition.x)
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// write_coord(endposition.y)
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// write_coord(endposition.z)
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// write_short(beam sprite index)
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// write_short(end sprite index)
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#define TE_BEAMTORUS 19 // Screen aligned beam ring, expands to max radius over lifetime
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// write_byte(TE_BEAMTORUS)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_coord(axis.x)
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// write_coord(axis.y)
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// write_coord(axis.z)
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// write_short(sprite index)
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// write_byte(starting frame)
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// write_byte(frame rate in 0.1's)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(noise amplitude in 0.01's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(scroll speed in 0.1's)
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#define TE_BEAMDISK 20 // Disk that expands to max radius over lifetime
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// write_byte(TE_BEAMDISK)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_coord(axis.x)
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// write_coord(axis.y)
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// write_coord(axis.z)
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// write_short(sprite index)
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// write_byte(starting frame)
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// write_byte(frame rate in 0.1's)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(noise amplitude in 0.01's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(scroll speed in 0.1's)
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#define TE_BEAMCYLINDER 21 // Cylinder that expands to max radius over lifetime
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// write_byte(TE_BEAMCYLINDER)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_coord(axis.x)
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// write_coord(axis.y)
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// write_coord(axis.z)
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// write_short(sprite index)
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// write_byte(starting frame)
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// write_byte(frame rate in 0.1's)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(noise amplitude in 0.01's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(scroll speed in 0.1's)
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#define TE_BEAMFOLLOW 22 // Create a line of decaying beam segments until entity stops moving
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// write_byte(TE_BEAMFOLLOW)
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// write_short(entity:attachment to follow)
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// write_short(sprite index)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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#define TE_GLOWSPRITE 23
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// write_byte(TE_GLOWSPRITE)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_short(model index)
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// write_byte(scale / 10)
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#define TE_BEAMRING 24 // Connect a beam ring to two entities
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// write_byte(TE_BEAMRING)
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// write_short(start entity)
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// write_short(end entity)
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// write_short(sprite index)
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// write_byte(starting frame)
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// write_byte(frame rate in 0.1's)
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// write_byte(life in 0.1's)
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// write_byte(line width in 0.1's)
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// write_byte(noise amplitude in 0.01's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(scroll speed in 0.1's)
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#define TE_STREAK_SPLASH 25 // Oriented shower of tracers
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// write_byte(TE_STREAK_SPLASH)
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// write_coord(startposition.x)
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// write_coord(startposition.y)
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// write_coord(startposition.z)
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// write_coord(vector.x)
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// write_coord(vector.y)
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// write_coord(vector.z)
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// write_byte(color)
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// write_short(count)
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// write_short(base speed)
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// write_short(ramdon velocity)
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#define TE_DLIGHT 27 // Dynamic light, effect world, minor entity effect
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// write_byte(TE_DLIGHT)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_byte(radius in 10's)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(life in 10's)
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// write_byte(decay rate in 10's)
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#define TE_ELIGHT 28 // Point entity light, no world effect
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// write_byte(TE_ELIGHT)
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// write_short(entity:attachment to follow)
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// write_coord(position.x)
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// write_coord(position.y)
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// write_coord(position.z)
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// write_coord(radius)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(life in 0.1's)
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// write_coord(decay rate)
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#define TE_TEXTMESSAGE 29
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// write_byte(TE_TEXTMESSAGE)
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// write_byte(channel)
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// write_short(x) -1 = center)
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// write_short(y) -1 = center)
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// write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room)
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// write_byte(red) - text color
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// write_byte(green)
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// write_byte(blue)
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// write_byte(alpha)
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// write_byte(red) - effect color
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// write_byte(green)
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// write_byte(blue)
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// write_byte(alpha)
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// write_short(fadein time)
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// write_short(fadeout time)
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// write_short(hold time)
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// [optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2
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// write_string(text message) 512 chars max string size
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#define TE_LINE 30
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// write_byte(TE_LINE)
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// write_coord(startposition.x)
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// write_coord(startposition.y)
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// write_coord(startposition.z)
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// write_coord(endposition.x)
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// write_coord(endposition.y)
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// write_coord(endposition.z)
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// write_short(life in 0.1 s)
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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#define TE_BOX 31
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// write_byte(TE_BOX)
|
|
// write_coord(boxmins.x)
|
|
// write_coord(boxmins.y)
|
|
// write_coord(boxmins.z)
|
|
// write_coord(boxmaxs.x)
|
|
// write_coord(boxmaxs.y)
|
|
// write_coord(boxmaxs.z)
|
|
// write_short(life in 0.1 s)
|
|
// write_byte(red)
|
|
// write_byte(green)
|
|
// write_byte(blue)
|
|
|
|
#define TE_KILLBEAM 99 // Kill all beams attached to entity
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|
// write_byte(TE_KILLBEAM)
|
|
// write_short(entity)
|
|
|
|
#define TE_LARGEFUNNEL 100
|
|
// write_byte(TE_LARGEFUNNEL)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_short(sprite index)
|
|
// write_short(flags)
|
|
|
|
#define TE_BLOODSTREAM 101 // Particle spray
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|
// write_byte(TE_BLOODSTREAM)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(vector.x)
|
|
// write_coord(vector.y)
|
|
// write_coord(vector.z)
|
|
// write_byte(color)
|
|
// write_byte(speed)
|
|
|
|
#define TE_SHOWLINE 102 // Line of particles every 5 units, dies in 30 seconds
|
|
// write_byte(TE_SHOWLINE)
|
|
// write_coord(startposition.x)
|
|
// write_coord(startposition.y)
|
|
// write_coord(startposition.z)
|
|
// write_coord(endposition.x)
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|
// write_coord(endposition.y)
|
|
// write_coord(endposition.z)
|
|
|
|
#define TE_BLOOD 103 // Particle spray
|
|
// write_byte(TE_BLOOD)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(vector.x)
|
|
// write_coord(vector.y)
|
|
// write_coord(vector.z)
|
|
// write_byte(color)
|
|
// write_byte(speed)
|
|
|
|
#define TE_DECAL 104 // Decal applied to a brush entity (not the world)
|
|
// write_byte(TE_DECAL)
|
|
// write_coord(position.x) decal position (center of texture in world)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_byte(texture index of precached decal texture name)
|
|
// write_short(entity index)
|
|
|
|
#define TE_FIZZ 105 // Create alpha sprites inside of entity, float upwards
|
|
// write_byte(TE_FIZZ)
|
|
// write_short(entity)
|
|
// write_short(sprite index)
|
|
// write_byte density)
|
|
|
|
#define TE_MODEL 106 // Create a moving model that bounces and makes a sound when it hits
|
|
// write_byte(TE_MODEL)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(velocity.x)
|
|
// write_coord(velocity.y)
|
|
// write_coord(velocity.z)
|
|
// write_angle(initial yaw)
|
|
// write_short(model index)
|
|
// write_byte(bounce sound type)
|
|
// write_byte(life in 0.1's)
|
|
|
|
#define TE_EXPLODEMODEL 107 // Spherical shower of models, picks from set
|
|
// write_byte(TE_EXPLODEMODEL)
|
|
// write_coord(origin.x)
|
|
// write_coord(origin.y)
|
|
// write_coord(origin.z)
|
|
// write_coord(velocity.x)
|
|
// write_coord(velocity.y)
|
|
// write_coord(velocity.z)
|
|
// write_short(model index)
|
|
// write_short(count)
|
|
// write_byte(life in 0.1's)
|
|
|
|
#define TE_BREAKMODEL 108 // Box of models or sprites
|
|
// write_byte(TE_BREAKMODEL)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(size.x)
|
|
// write_coord(size.y)
|
|
// write_coord(size.z)
|
|
// write_coord(velocity.x)
|
|
// write_coord(velocity.y)
|
|
// write_coord(velocity.z)
|
|
// write_byte(random velocity in 10's)
|
|
// write_short(sprite or model index)
|
|
// write_byte(count)
|
|
// write_byte(life in 0.1 secs)
|
|
// write_byte(flags)
|
|
|
|
#define TE_GUNSHOTDECAL 109 // Decal and ricochet sound
|
|
// write_byte(TE_GUNSHOTDECAL)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_short(entity index???)
|
|
// write_byte(decal???)
|
|
|
|
#define TE_SPRITE_SPRAY 110 // Spray of alpha sprites
|
|
// write_byte(TE_SPRITE_SPRAY)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(velocity.x)
|
|
// write_coord(velocity.y)
|
|
// write_coord(velocity.z)
|
|
// write_short(sprite index)
|
|
// write_byte(count)
|
|
// write_byte(speed)
|
|
// write_byte(noise)
|
|
|
|
#define TE_ARMOR_RICOCHET 111 // Quick spark sprite, client ricochet sound.
|
|
// write_byte(TE_ARMOR_RICOCHET)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_byte(scale in 0.1's)
|
|
|
|
#define TE_PLAYERDECAL 112
|
|
// write_byte(TE_PLAYERDECAL)
|
|
// write_byte(playerindex)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_short(entity???)
|
|
// write_byte(decal number)
|
|
// [optional] write_short(model index)
|
|
|
|
#define TE_BUBBLES 113 // Create alpha sprites inside of box, float upwards
|
|
// write_byte(TE_BUBBLES)
|
|
// write_coord(position.x) (min start position)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(position.x) (max start position)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(float height)
|
|
// write_short(model index)
|
|
// write_byte(count)
|
|
// write_coord(speed)
|
|
|
|
#define TE_BUBBLETRAIL 114 // Create alpha sprites along a line, float upwards
|
|
// write_byte(TE_BUBBLETRAIL)
|
|
// write_coord(position.x) (min start position)
|
|
// write_coord(position.y) (min start position)
|
|
// write_coord(position.z) (min start position)
|
|
// write_coord(position.x) (max start position)
|
|
// write_coord(position.y) (max start position)
|
|
// write_coord(position.z) (max start position)
|
|
// write_coord(float height)
|
|
// write_short(model index)
|
|
// write_byte(count)
|
|
// write_coord(speed)
|
|
|
|
#define TE_BLOODSPRITE 115 // Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
|
|
// write_byte(TE_BLOODSPRITE)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_short(sprite1 index)
|
|
// write_short(sprite2 index)
|
|
// write_byte(color)
|
|
// write_byte(scale)
|
|
|
|
#define TE_WORLDDECAL 116 // Decal applied to the world brush
|
|
// write_byte(TE_WORLDDECAL)
|
|
// write_coord(position.x) decal position (center of texture in world)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_byte(texture index of precached decal texture name)
|
|
|
|
#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush
|
|
// write_byte(TE_WORLDDECALHIGH)
|
|
// write_coord(position.x) decal position (center of texture in world)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_byte(texture index of precached decal texture name - 256)
|
|
|
|
#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256
|
|
// write_byte(TE_DECALHIGH)
|
|
// write_coord(position.x) decal position (center of texture in world)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_byte(texture index of precached decal texture name - 256)
|
|
// write_short(entity index)
|
|
|
|
#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent)
|
|
// write_byte(TE_PROJECTILE)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(velocity.x)
|
|
// write_coord(velocity.y)
|
|
// write_coord(velocity.z)
|
|
// write_short(modelindex)
|
|
// write_byte(life)
|
|
// write_byte(owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
|
|
|
|
#define TE_SPRAY 120 // Throws a shower of sprites or models
|
|
// write_byte(TE_SPRAY)
|
|
// write_coord(position.x)
|
|
// write_coord(position.y)
|
|
// write_coord(position.z)
|
|
// write_coord(direction.x)
|
|
// write_coord(direction.y)
|
|
// write_coord(direction.z)
|
|
// write_short(modelindex)
|
|
// write_byte(count)
|
|
// write_byte(speed)
|
|
// write_byte(noise)
|
|
// write_byte(rendermode)
|
|
|
|
#define TE_PLAYERSPRITES 121 // Sprites emit from a player's bounding box (ONLY use for players!)
|
|
// write_byte(TE_PLAYERSPRITES)
|
|
// write_byte(playernum)
|
|
// write_short(sprite modelindex)
|
|
// write_byte(count)
|
|
// write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
|
|
|
|
#define TE_PARTICLEBURST 122 // Very similar to lavasplash
|
|
// write_byte(TE_PARTICLEBURST)
|
|
// write_coord(origin)
|
|
// write_short(radius)
|
|
// write_byte(particle color)
|
|
// write_byte(duration * 10) (will be randomized a bit)
|
|
|
|
#define TE_FIREFIELD 123 // Makes a field of fire
|
|
// write_byte(TE_FIREFIELD)
|
|
// write_coord(origin)
|
|
// write_short(radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
|
|
// write_short(modelindex)
|
|
// write_byte(count)
|
|
// write_byte(flags)
|
|
// write_byte(duration (in seconds) * 10) (will be randomized a bit)
|
|
//
|
|
// to keep network traffic low, this message has associated flags that fit into a byte:
|
|
#define TEFIRE_FLAG_ALLFLOAT 1 // All sprites will drift upwards as they animate
|
|
#define TEFIRE_FLAG_SOMEFLOAT 2 // Some of the sprites will drift upwards. (50% chance)
|
|
#define TEFIRE_FLAG_LOOP 4 // If set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
|
|
#define TEFIRE_FLAG_ALPHA 8 // If set, sprite is rendered alpha blended at 50% else, opaque
|
|
#define TEFIRE_FLAG_PLANAR 16 // If set, all fire sprites have same initial Z instead of randomly filling a cube.
|
|
|
|
#define TE_PLAYERATTACHMENT 124 // Attaches a TENT to a player (this is a high-priority tent)
|
|
// write_byte(TE_PLAYERATTACHMENT)
|
|
// write_byte(entity index of player)
|
|
// write_coord(vertical offset) (attachment origin.z = player origin.z + vertical offset)
|
|
// write_short(model index)
|
|
// write_short(life * 10 )
|
|
|
|
#define TE_KILLPLAYERATTACHMENTS 125 // Will expire all TENTS attached to a player.
|
|
// write_byte(TE_KILLPLAYERATTACHMENTS)
|
|
// write_byte(entity index of player)
|
|
|
|
#define TE_MULTIGUNSHOT 126 // Much more compact shotgun message
|
|
// This message is used to make a client approximate a 'spray' of gunfire.
|
|
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
|
|
// a good candidate for MULTIGUNSHOT use. (shotguns)
|
|
//
|
|
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
|
|
// entities that have studio models.Traces are 4096 long.
|
|
//
|
|
// write_byte(TE_MULTIGUNSHOT)
|
|
// write_coord(origin.x)
|
|
// write_coord(origin.y)
|
|
// write_coord(origin.z)
|
|
// write_coord(direction.x)
|
|
// write_coord(direction.y)
|
|
// write_coord(direction.z)
|
|
// write_coord(x noise * 100)
|
|
// write_coord(y noise * 100)
|
|
// write_byte(count)
|
|
// write_byte(bullethole decal texture index)
|
|
|
|
#define TE_USERTRACER 127 // Larger message than the standard tracer, but allows some customization.
|
|
// write_byte(TE_USERTRACER)
|
|
// write_coord(origin.x)
|
|
// write_coord(origin.y)
|
|
// write_coord(origin.z)
|
|
// write_coord(velocity.x)
|
|
// write_coord(velocity.y)
|
|
// write_coord(velocity.z)
|
|
// write_byte(life * 10)
|
|
// write_byte(color) this is an index into an array of color vectors in the engine. (0 - )
|
|
// write_byte(length * 10)
|
|
|
|
// From hltv.h from the HLSDK, these are used in conjunction with SVC_DIRECTOR
|
|
// sub commands of svc_director:
|
|
#define DRC_CMD_NONE 0 // NULL director command
|
|
#define DRC_CMD_START 1 // start director mode
|
|
#define DRC_CMD_EVENT 2 // informs about director command
|
|
#define DRC_CMD_MODE 3 // switches camera modes
|
|
#define DRC_CMD_CAMERA 4 // sets camera registers
|
|
#define DRC_CMD_TIMESCALE 5 // sets time scale
|
|
#define DRC_CMD_MESSAGE 6 // send HUD centerprint
|
|
#define DRC_CMD_SOUND 7 // plays a particular sound
|
|
#define DRC_CMD_STATUS 8 // status info about broadcast
|
|
#define DRC_CMD_BANNER 9 // banner file name for HLTV gui
|
|
#define DRC_CMD_FADE 10 // send screen fade command
|
|
#define DRC_CMD_SHAKE 11 // send screen shake command
|
|
#define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command
|
|
|
|
#define DRC_CMD_LAST 12
|
|
|
|
// HLTV_EVENT event flags
|
|
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
|
#define DRC_FLAG_SIDE (1<<4) //
|
|
#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
|
|
#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
|
|
#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
|
|
#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
|
|
#define DRC_FLAG_FINAL (1<<9) // is a final scene
|
|
#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
|
|
|
|
|
|
#define MAX_DIRECTOR_CMD_PARAMETERS 4
|
|
#define MAX_DIRECTOR_CMD_STRING 128
|