Witamy w Nieoficjalnym polskim support'cie AMX Mod X
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/* Message constants * * by the AMX Mod X Development Team * * This file is provided as is (no warranties). * */ #if defined _message_const_included #endinput #endif #define _message_const_included /* Destination types for message_begin() */ #define MSG_BROADCAST 0 // Unreliable to all #define MSG_ONE 1 // Reliable to one (msg_entity) #define MSG_ALL 2 // Reliable to all #define MSG_INIT 3 // Write to the init string #define MSG_PVS 4 // Ents in PVS of org #define MSG_PAS 5 // Ents in PAS of org #define MSG_PVS_R 6 // Reliable to PVS #define MSG_PAS_R 7 // Reliable to PAS #define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped) #define MSG_SPEC 9 // Sends to all spectator proxies /* Hardcoded message types for message_begin() * Look in the actual HLSDK for details! */ #define SVC_NOP 1 #define SVC_DISCONNECT 2 #define SVC_EVENT 3 #define SVC_VERSION 4 #define SVC_SETVIEW 5 #define SVC_SOUND 6 #define SVC_TIME 7 #define SVC_PRINT 8 #define SVC_STUFFTEXT 9 #define SVC_SETANGLE 10 #define SVC_SERVERINFO 11 #define SVC_LIGHTSTYLE 12 #define SVC_UPDATEUSERINFO 13 #define SVC_DELTADESCRIPTION 14 #define SVC_CLIENTDATA 15 #define SVC_STOPSOUND 16 #define SVC_PINGS 17 #define SVC_PARTICLE 18 #define SVC_DAMAGE 19 #define SVC_SPAWNSTATIC 20 #define SVC_EVENT_RELIABLE 21 #define SVC_SPAWNBASELINE 22 #define SVC_TEMPENTITY 23 #define SVC_SETPAUSE 24 #define SVC_SIGNONNUM 25 #define SVC_CENTERPRINT 26 #define SVC_KILLEDMONSTER 27 #define SVC_FOUNDSECRET 28 #define SVC_SPAWNSTATICSOUND 29 #define SVC_INTERMISSION 30 #define SVC_FINALE 31 #define SVC_CDTRACK 32 #define SVC_RESTORE 33 #define SVC_CUTSCENE 34 #define SVC_WEAPONANIM 35 #define SVC_DECALNAME 36 #define SVC_ROOMTYPE 37 #define SVC_ADDANGLE 38 #define SVC_NEWUSERMSG 39 #define SVC_PACKETENTITIES 40 #define SVC_DELTAPACKETENTITIES 41 #define SVC_CHOKE 42 #define SVC_RESOURCELIST 43 #define SVC_NEWMOVEVARS 44 #define SVC_RESOURCEREQUEST 45 #define SVC_CUSTOMIZATION 46 #define SVC_CROSSHAIRANGLE 47 #define SVC_SOUNDFADE 48 #define SVC_FILETXFERFAILED 49 #define SVC_HLTV 50 #define SVC_DIRECTOR 51 #define SVC_VOICEINIT 52 #define SVC_VOICEDATA 53 #define SVC_SENDEXTRAINFO 54 #define SVC_TIMESCALE 55 /* Message flags for set_msg_block() */ #define BLOCK_NOT 0 #define BLOCK_ONCE 1 #define BLOCK_SET 2 /* Used with get_msg_argtype() and set_msg_arg_ */ enum { ARG_BYTE = 1, /* int */ ARG_CHAR, /* int */ ARG_SHORT, /* int */ ARG_LONG, /* int */ ARG_ANGLE, /* float */ ARG_COORD, /* float */ ARG_STRING, /* string */ ARG_ENTITY, /* int */ }; /* Temp entity message types for message_begin() */ #define TE_BEAMPOINTS 0 // Beam effect between two points // write_byte(TE_BEAMPOINTS) // write_coord(startposition.x) // write_coord(startposition.y) // write_coord(startposition.z) // write_coord(endposition.x) // write_coord(endposition.y) // write_coord(endposition.z) // write_short(sprite index) // write_byte(starting frame) // write_byte(frame rate in 0.1's) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(noise amplitude in 0.01's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(scroll speed in 0.1's) #define TE_BEAMENTPOINT 1 // Beam effect between point and entity // write_byte(TE_BEAMENTPOINT) // write_short(start entity) // write_coord(endposition.x) // write_coord(endposition.y) // write_coord(endposition.z) // write_short(sprite index) // write_byte(starting frame) // write_byte(frame rate in 0.1's) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(noise amplitude in 0.01's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(scroll speed in 0.1's) #define TE_GUNSHOT 2 // Particle effect plus ricochet sound // write_byte(TE_GUNSHOT) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) #define TE_EXPLOSION 3 // Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps // write_byte(TE_EXPLOSION) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_short(sprite index) // write_byte(scale in 0.1's) // write_byte(framerate) // write_byte(flags) // // The Explosion effect has some flags to control performance/aesthetic features: #define TE_EXPLFLAG_NONE 0 // All flags clear makes default Half-Life explosion #define TE_EXPLFLAG_NOADDITIVE 1 // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) #define TE_EXPLFLAG_NODLIGHTS 2 // Do not render dynamic lights #define TE_EXPLFLAG_NOSOUND 4 // Do not play client explosion sound #define TE_EXPLFLAG_NOPARTICLES 8 // Do not draw particles #define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound // write_byte(TE_TAREXPLOSION) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) #define TE_SMOKE 5 // Alphablend sprite, move vertically 30 pps // write_byte(TE_SMOKE) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_short(sprite index) // write_byte(scale in 0.1's) // write_byte(framerate) #define TE_TRACER 6 // Tracer effect from point to point // write_byte(TE_TRACER) // write_coord(startposition.x) // write_coord(startposition.y) // write_coord(startposition.z) // write_coord(endposition.x) // write_coord(endposition.y) // write_coord(endposition.z) #define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters // write_byte(TE_LIGHTNING) // write_coord(startposition.x) // write_coord(startposition.y) // write_coord(startposition.z) // write_coord(endposition.x) // write_coord(endposition.y) // write_coord(endposition.z) // write_byte(life in 0.1's) // write_byte(width in 0.1's) // write_byte(amplitude in 0.01's) // write_short(sprite model index) #define TE_BEAMENTS 8 // write_byte(TE_BEAMENTS) // write_short(start entity) // write_short(end entity) // write_short(sprite index) // write_byte(starting frame) // write_byte(frame rate in 0.1's) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(noise amplitude in 0.01's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(scroll speed in 0.1's) #define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite // write_byte(TE_SPARKS) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) #define TE_LAVASPLASH 10 // Quake1 lava splash // write_byte(TE_LAVASPLASH) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) #define TE_TELEPORT 11 // Quake1 teleport splash // write_byte(TE_TELEPORT) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) #define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound // write_byte(TE_EXPLOSION2) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_byte(starting color) // write_byte(num colors) #define TE_BSPDECAL 13 // Decal from the .BSP file // write_byte(TE_BSPDECAL) // write_coord(position.x) decal position (center of texture in world) // write_coord(position.y) // write_coord(position.z) // write_short(texture index of precached decal texture name) // write_short(entity index) // [optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)] #define TE_IMPLOSION 14 // Tracers moving toward a point // write_byte(TE_IMPLOSION) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_byte(radius) // write_byte(count) // write_byte(life in 0.1's) #define TE_SPRITETRAIL 15 // Line of moving glow sprites with gravity, fadeout, and collisions // write_byte(TE_SPRITETRAIL) // write_coord(startposition.x) // write_coord(startposition.y) // write_coord(startposition.z) // write_coord(endposition.x) // write_coord(endposition.y) // write_coord(endposition.z) // write_short(sprite index) // write_byte(count) // write_byte(life in 0.1's) // write_byte(scale in 0.1's) // write_byte(velocity along vector in 10's) // write_byte(randomness of velocity in 10's) #define TE_SPRITE 17 // Additive sprite, plays 1 cycle // write_byte(TE_SPRITE) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_short(sprite index) // write_byte(scale in 0.1's) // write_byte(brightness) #define TE_BEAMSPRITE 18 // A beam with a sprite at the end // write_byte(TE_BEAMSPRITE) // write_coord(startposition.x) // write_coord(startposition.y) // write_coord(startposition.z) // write_coord(endposition.x) // write_coord(endposition.y) // write_coord(endposition.z) // write_short(beam sprite index) // write_short(end sprite index) #define TE_BEAMTORUS 19 // Screen aligned beam ring, expands to max radius over lifetime // write_byte(TE_BEAMTORUS) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_coord(axis.x) // write_coord(axis.y) // write_coord(axis.z) // write_short(sprite index) // write_byte(starting frame) // write_byte(frame rate in 0.1's) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(noise amplitude in 0.01's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(scroll speed in 0.1's) #define TE_BEAMDISK 20 // Disk that expands to max radius over lifetime // write_byte(TE_BEAMDISK) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_coord(axis.x) // write_coord(axis.y) // write_coord(axis.z) // write_short(sprite index) // write_byte(starting frame) // write_byte(frame rate in 0.1's) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(noise amplitude in 0.01's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(scroll speed in 0.1's) #define TE_BEAMCYLINDER 21 // Cylinder that expands to max radius over lifetime // write_byte(TE_BEAMCYLINDER) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_coord(axis.x) // write_coord(axis.y) // write_coord(axis.z) // write_short(sprite index) // write_byte(starting frame) // write_byte(frame rate in 0.1's) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(noise amplitude in 0.01's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(scroll speed in 0.1's) #define TE_BEAMFOLLOW 22 // Create a line of decaying beam segments until entity stops moving // write_byte(TE_BEAMFOLLOW) // write_short(entity:attachment to follow) // write_short(sprite index) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) #define TE_GLOWSPRITE 23 // write_byte(TE_GLOWSPRITE) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_short(model index) // write_byte(scale / 10) // write_byte(size) // write_byte(brightness) #define TE_BEAMRING 24 // Connect a beam ring to two entities // write_byte(TE_BEAMRING) // write_short(start entity) // write_short(end entity) // write_short(sprite index) // write_byte(starting frame) // write_byte(frame rate in 0.1's) // write_byte(life in 0.1's) // write_byte(line width in 0.1's) // write_byte(noise amplitude in 0.01's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(scroll speed in 0.1's) #define TE_STREAK_SPLASH 25 // Oriented shower of tracers // write_byte(TE_STREAK_SPLASH) // write_coord(startposition.x) // write_coord(startposition.y) // write_coord(startposition.z) // write_coord(vector.x) // write_coord(vector.y) // write_coord(vector.z) // write_byte(color) // write_short(count) // write_short(base speed) // write_short(ramdon velocity) #define TE_DLIGHT 27 // Dynamic light, effect world, minor entity effect // write_byte(TE_DLIGHT) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_byte(radius in 10's) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(brightness) // write_byte(life in 10's) // write_byte(decay rate in 10's) #define TE_ELIGHT 28 // Point entity light, no world effect // write_byte(TE_ELIGHT) // write_short(entity:attachment to follow) // write_coord(position.x) // write_coord(position.y) // write_coord(position.z) // write_coord(radius) // write_byte(red) // write_byte(green) // write_byte(blue) // write_byte(life in 0.1's) // write_coord(decay rate) #define TE_TEXTMESSAGE 29 // write_byte(TE_TEXTMESSAGE) // write_byte(channel) // write_short(x) -1 = center) // write_short(y) -1 = center) // write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room) // write_byte(red) - text color // write_byte(green) // write_byte(blue) // write_byte(alpha) // write_byte(red) - effect color // write_byte(green) // write_byte(blue) // write_byte(alpha) // write_short(fadein time) // write_short(fadeout time) // write_short(hold time) // [optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2 // write_string(text message) 512 chars max string size #define TE_LINE 30 // write_byte(TE_LINE) // write_coord(startposition.x) // write_coord(startposition.y) // write_coord(startposition.z) // write_coord(endposition.x) // write_coord(endposition.y) // write_coord(endposition.z) // write_short(life in 0.1 s) // write_byte(red) // write_byte(green) // write_byte(blue) #define TE_BOX 31 // 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 // 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 // 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) // 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_short(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
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