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		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=7884</id>
		<title>Half-Life 1 Game Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=7884"/>
		<updated>2010-11-13T13:59:50Z</updated>

		<summary type="html">&lt;p&gt;Destro-: Undo revision 7883 by Destro- (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Half-Life 1]]&lt;br /&gt;
[[Category:Scripting (AMX Mod X)]]&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
In [[AMX Mod X]] you are able to hook in-game messages/events with [http://www.amxmodx.org/funcwiki.php?search=register_message&amp;amp;go=search register_message] / [http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=26 register_event]. Here are the list of messages/events and their arguments which can be read with [http://www.amxmodx.org/funcwiki.php?search=get_msg_arg_&amp;amp;go=search get_msg_arg_*] / [http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=132 read_data].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*See the [[Advanced Scripting (AMX Mod X)#Events.2FMessages|Advanced Scripting]] article for more on events and messages.&amp;lt;br&amp;gt;&lt;br /&gt;
*See messages.inc and message_const.inc from amxmodx/scriptong/include folder or [http://www.amxmodx.org/funcwiki.php?go=inc&amp;amp;id=47 Messaging functions] and [http://www.amxmodx.org/funcwiki.php?go=inc&amp;amp;id=48 Message constants] for full messages control including blocking, argument alteration and much more.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
Changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. Called whenever the allow_spectators CVar is changed, with its new value sent as the byte.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This changes how the change team menu appears, but spectating functionality is based off of the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|AllowSpec|byte}}&lt;br /&gt;
{{hl1msg|byte|Allowed}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AmmoPickup =&lt;br /&gt;
Temporarily draws [[HUD]] ammo amount and correspoding ammo [[HUD]] icon in the middle of the right side of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|AmmoPickup|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|AmmoID}}&lt;br /&gt;
{{hl1msg|byte|Ammount}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
Updates the green bar indicator in the [[HUD]] weapons list. Also updates [[HUD]] backpack ammo number in the lower right corner of the screen in case the given ammo type are compatible with the current weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|AmmoX|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|AmmoID}}&lt;br /&gt;
{{hl1msg|byte|Ammount}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ArmorType =&lt;br /&gt;
Draws/removes helmet [[HUD]] icon. If flag is set to 1 the helmet [[HUD]] icon will be drawn (located right on the armor icon).&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
Draws a [[HUD]] progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Set Duration to 0 to hide the bar.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BarTime|short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BarTime2 =&lt;br /&gt;
The same as BarTime but StartPercents is specify how many per cents of the bar are (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercents / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercents}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
Updates the icon and the number of armor on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Battery|short}}&lt;br /&gt;
{{hl1msg|short|Armor}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
Makes a player's money display flash rapidly, until it flashes a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BlinkAcct|byte}}&lt;br /&gt;
{{hl1msg|byte|BlinkAmt}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BombDrop =&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 1 if the bomb has been planted. It is 0 if the bomb was dropped due to voluntary dropping or death/disconnect. Setting the last argument 1, will also trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BombDrop|coord, coord, coord, byte}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BombPickup =&lt;br /&gt;
This message just tells the game that the bomb has been picked up. It will cause the dropped/planted bomb to disappear from the Terrorist team's radar.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
Used by CZ's bots when learning a new map. Displays a progress bar in the middle of the screen, with some header text. The bar doesn't move, and you can't do anything while the bar is displayed. This is a different style of progress bar than from the BarTime event. This really doesn't display well in CS.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Flag can be 0 (update bar), 1 (create new bar), or 2 (remove bar). When using flag 0, send all arguments. When using flag 1, send only Flag and Header. When using flag 2, send only Flag.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BotProgress|byte, byte, string}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|Progress}}&lt;br /&gt;
{{hl1msg|string|Header}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotVoice =&lt;br /&gt;
Displays (or hides) the voice icon above a user's head and the talking icon on the right side of the screen. This is called by CZ for bots; it's not called by regular players, although you &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt; specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BotVoice|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Status}}&lt;br /&gt;
{{hl1msg|byte|PlayerIndex}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Brass =&lt;br /&gt;
Creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Brass|byte, coord, coord, coord, coord, coord, coord, coord, coord, coord, angle, short, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|MessageID}}&lt;br /&gt;
{{hl1msg|coord|StartX}}&lt;br /&gt;
{{hl1msg|coord|StartY}}&lt;br /&gt;
{{hl1msg|coord|StartZ}}&lt;br /&gt;
{{hl1msg|coord|VelocityX?}}&lt;br /&gt;
{{hl1msg|coord|VelocityY?}}&lt;br /&gt;
{{hl1msg|coord|VelocityZ?}}&lt;br /&gt;
{{hl1msg|coord|UnknownX}}&lt;br /&gt;
{{hl1msg|coord|UnknownY}}&lt;br /&gt;
{{hl1msg|coord|UnknownZ}}&lt;br /&gt;
{{hl1msg|angle|Rotation}}&lt;br /&gt;
{{hl1msg|short|ModelIndex}}&lt;br /&gt;
{{hl1msg|byte|BounceSoundType}}&lt;br /&gt;
{{hl1msg|byte|Life}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
Forces the buy menu to close. This is not called when the player closes the buy menu by himself; it's only called when the game forces him to do so (ie: he walks outside of the buy zone, gets killed, etcetera).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
Spawns a player's corpse. ModelName is the player's model name, for example: &amp;quot;leet&amp;quot;. Delay is a delay before animation plaback, can be negative value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Coord and Delay is multiplied by 128.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS argument #10 is always equal to 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*See [http://www.amxmodx.org/funcwiki.php?go=module&amp;amp;id=4#const_teams CS Team Constants] for team indeces constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ClCorpse|string, long, long, long, coord, coord, coord, long, byte, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|string|ModelName}}&lt;br /&gt;
{{hl1msg|long|CoordX}}&lt;br /&gt;
{{hl1msg|long|CoordY}}&lt;br /&gt;
{{hl1msg|long|CoordZ}}&lt;br /&gt;
{{hl1msg|coord|Angle0}}&lt;br /&gt;
{{hl1msg|coord|Angle1}}&lt;br /&gt;
{{hl1msg|coord|Angle2}}&lt;br /&gt;
{{hl1msg|long|Delay}}&lt;br /&gt;
{{hl1msg|byte|Sequence}}&lt;br /&gt;
{{hl1msg|byte|ClassID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
Draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This crossair looks not like the regular one but like the one that is drawn in the spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Crosshair|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
Updates the clip ammo number and weapon's corresponding ammo type icon on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|CurWeapon|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|IsActive}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{hl1msg|byte|ClipAmmo}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
Supplies certain updates to the player regarding Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See the [[CZCareer]] page for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|CZCareer|string,*}}&lt;br /&gt;
{{hl1msg|string|Type}}&lt;br /&gt;
{{hl1msg|*|Parameters}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CZCareerHUD =&lt;br /&gt;
Displays certain [[HUD]] elements regarding Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See the [[CZCareerHUD]] page for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multiplayer (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|CZCareerHUD|string,*}}&lt;br /&gt;
{{hl1msg|string|Type}}&lt;br /&gt;
{{hl1msg|*|Parameters}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Damage =&lt;br /&gt;
Called when a player takes damage, to display the red locational indicators. The last three arguments is the origin of the damage inflictor or victim origin if inflictor isn't found. DamageType is a bitwise value usually consist of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To caputure this message,you should use &amp;quot;b&amp;quot; as the third parameter in the register_event() function.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}}&lt;br /&gt;
{{hl1msg|byte|DamageSave}}&lt;br /&gt;
{{hl1msg|byte|DamageTake}}&lt;br /&gt;
{{hl1msg|long|DamageType}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DeathMsg =&lt;br /&gt;
Fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the [[HUD]] message the client sees in the upper right corner of their screen.&amp;lt;br&amp;gt;&lt;br /&gt;
Also prints the console text message &amp;quot;KillerName killed VictimName with TruncatedWeaponName&amp;quot; or &amp;quot;*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|TruncatedWeaponName doesn't contain a &amp;quot;weapon_&amp;quot; prefix. See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For grenade kill TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot; but &amp;quot;grenade&amp;quot;, in fact it's an actual classname of a throwed grenade.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For KillerID it's not necessarily should be a PlayerID, it could be 0 if player dies from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in this case TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For vehicle kills TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot; et cetera.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}}&lt;br /&gt;
{{hl1msg|byte|KillerID}}&lt;br /&gt;
{{hl1msg|byte|VictimID}}&lt;br /&gt;
{{hl1msg|byte|IsHeadshot}}&lt;br /&gt;
{{hl1msg|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
Updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercents}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
Updates the flashlight state and battery charge on the [[HUD]]. If Flag is set to 1 the flashlight [[HUD]] icon will be shown as active.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercents}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{qnotice|mp_Fog 1 for fog in counter-strike}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Fog|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|FogValue}}&lt;br /&gt;
{{hl1msg|byte|FogValue}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ForceCam =&lt;br /&gt;
Called whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is assumedly a third CVar that this tracks, but it is yet unknown. Note that this message doesn't actually change any of the spectating rules for the client.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Even if mp_forcechasecam is set to 2, it is sent by this message as 1.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ForceCam|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|ForcecamValue}}&lt;br /&gt;
{{hl1msg|byte|ForcechasecamValue}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
Notifies about radiation level through special sound signals. Distance is a distance to hazard area.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Geiger|byte}}&lt;br /&gt;
{{hl1msg|byte|Distance}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
Updates the number of health on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Health|byte}}&lt;br /&gt;
{{hl1msg|byte|Health}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HideWeapon =&lt;br /&gt;
Hides the specified [[HUD]] elements.&amp;lt;br&amp;gt;&lt;br /&gt;
Flags:&lt;br /&gt;
   1   (1&amp;lt;&amp;lt;0)  -  crosshair, ammo, weapons list&lt;br /&gt;
   2   (1&amp;lt;&amp;lt;1)  -  flashlight, +&lt;br /&gt;
   4   (1&amp;lt;&amp;lt;2)  -  ALL&lt;br /&gt;
   8   (1&amp;lt;&amp;lt;3)  -  radar, health, armor, +&lt;br /&gt;
  16   (1&amp;lt;&amp;lt;4)  -  timer, +&lt;br /&gt;
  32   (1&amp;lt;&amp;lt;5)  -  money, +&lt;br /&gt;
  64   (1&amp;lt;&amp;lt;6)  -  crosshair&lt;br /&gt;
 128   (1&amp;lt;&amp;lt;7)  -  +&lt;br /&gt;
Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HideWeapon|byte}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HLTV =&lt;br /&gt;
Message sent for HLTV and unique for each round-start.&amp;lt;br&amp;gt;&lt;br /&gt;
On new round is fired 2 messages:&lt;br /&gt;
 // reset all players health for HLTV&lt;br /&gt;
 MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );&lt;br /&gt;
 WRITE_BYTE( 0 );   // 0 = all players&lt;br /&gt;
 WRITE_BYTE( 100 | 128 );&lt;br /&gt;
 MESSAGE_END();&amp;lt;br&amp;gt;&lt;br /&gt;
 // reset all players FOV for HLTV&lt;br /&gt;
 MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );&lt;br /&gt;
 WRITE_BYTE( 0 );   // all players&lt;br /&gt;
 WRITE_BYTE( 0 );&lt;br /&gt;
 MESSAGE_END();&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HLTV|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|ClientID}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HostageK =&lt;br /&gt;
Temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HostageK|byte}}&lt;br /&gt;
{{hl1msg|byte|HostageID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HostagePos =&lt;br /&gt;
Draws/updates the blue mark on the CT players' radar which is indicate the corresponding hostage position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HostagePos|byte, byte, coord, coord, coord}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|HostageID}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
Prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|An example of TextCode could be &amp;quot;#Hint_you_have_the_bomb&amp;quot;.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If you have a problems with specifing the last two arguments use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
Initializes the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
Temporarily draws correspoding item [[HUD]] icon in the middle of the right side of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ItemPickup|string}}&lt;br /&gt;
{{hl1msg|string|ItemName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
Notifies about carried items.&amp;lt;br&amp;gt;&lt;br /&gt;
Example of some item bits:&lt;br /&gt;
 1   (1&amp;lt;&amp;lt;0)  -  nightvision goggles&lt;br /&gt;
 2   (1&amp;lt;&amp;lt;1)  -  defusal kit&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
Updates the Amount of money on the [[HUD]]. If the Flag is 1, the additional new-old [[HUD]] money amount difference will be also displayed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Money|long, byte}}&lt;br /&gt;
{{hl1msg|long|Amount}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
Displays MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. Large MOTD is sent in multiple messages. For the message that is send a last MOTD part the Flag will be set to 1 and 0 otherwise.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|MOTD|byte, string}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|string|Text}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
Toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|NVGToggle|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
Draws/updates the dot on the [[HUD]] radar which is indicate the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Radar|byte, coord, coord, coord}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
Resets the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
Updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|RoundTime|short}}&lt;br /&gt;
{{hl1msg|short|Time}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SayText =&lt;br /&gt;
Prints say [[HUD]] text. Second argument can be a predefined string or a custom one. In the last case the last two arguments isn't required.&amp;lt;br&amp;gt;&lt;br /&gt;
An examples of a predifined Counter-Strike string values: #Cstrike_Chat_AllDead, #Cstrike_Name_Change&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For #Cstrike_Name_Change String2 is an old name and String3 is a new name.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SayText|byte, string, string, string}}&lt;br /&gt;
{{hl1msg|byte|SenderID}}&lt;br /&gt;
{{hl1msg|string|String1}}&lt;br /&gt;
{{hl1msg|string|String2}}&lt;br /&gt;
{{hl1msg|string|String3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Scenario =&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, displays Sprite (valid names listed in sprites/hud.txt) to the right of the round timer with an alpha value of Alpha (100-255). If FlashRate is nonzero, then the sprite will flash from the given alpha to an alpha of 100, at a rate of FlashRate (measured in ???). This is used by CZ to display how many hostages remain unrescued, and also to display the ticking bomb when it is planted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if FlashRate is just going to be 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Cs_scenario_msg.jpg|frame|right|Scenario message in CS, using the following parameters: 1, d_mp5navy, 150]]&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Works in both CS and CZ!}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CZ (and possibly CS), if someone respawns after the bomb has been planted, their Scenario event will not work at all until the next round.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Scenario|byte, string, byte, short, short}}&lt;br /&gt;
{{hl1msg|byte|Active}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{hl1msg|byte|Alpha}}&lt;br /&gt;
{{hl1msg|short|FlashRate}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
Updates the scoreboard's attribute for the specified player. For the 2nd argument, 0 is nothing, (1&amp;lt;&amp;lt;0) i.e. 1 is dead, (1&amp;lt;&amp;lt;1) i.e. 2 is bomb, (1&amp;lt;&amp;lt;2) i.e. 4 is VIP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Flags is a bitwise value so if VIP player is dying with the bomb the Flags will be 7 i.e. bit sum of all flags.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ScoreAttrib|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreInfo =&lt;br /&gt;
Updates the scoreboard with the given player's Frags and Deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument is always equal to 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*See [http://www.amxmodx.org/funcwiki.php?go=module&amp;amp;id=4#const_teams CS Team Constants] for team indeces constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Frags}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|ClassID?}}&lt;br /&gt;
{{hl1msg|short|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
Fades the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Duration and HoldTime is in special units. 1 second is equal to (1&amp;lt;&amp;lt;12) i.e. 4096 units.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flags (from HLSDK):&lt;br /&gt;
 FFADE_IN         0x0000 // Just here so we don't pass 0 into the function&lt;br /&gt;
 FFADE_OUT        0x0001 // Fade out (not in)&lt;br /&gt;
 FFADE_MODULATE   0x0002 // Modulate (don't blend)&lt;br /&gt;
 FFADE_STAYOUT    0x0004 // ignores the duration, stays faded out until new ScreenFade message received&lt;br /&gt;
{{begin-hl1msg|ScreenFade|short, short, short, byte, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|HoldTime}}&lt;br /&gt;
{{hl1msg|short|Flags}}&lt;br /&gt;
{{hl1msg|byte|ColorR}}&lt;br /&gt;
{{hl1msg|byte|ColorG}}&lt;br /&gt;
{{hl1msg|byte|ColorB}}&lt;br /&gt;
{{hl1msg|byte|Alpha}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenShake =&lt;br /&gt;
Shakes the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|All arguments is in special units. 1 second is equal to (1&amp;lt;&amp;lt;12) i.e. 4096 units.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ScreenShake|short, short, short}}&lt;br /&gt;
{{hl1msg|short|Amplitude}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|Frequency}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
Plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SendAudio|byte, string, short}}&lt;br /&gt;
{{hl1msg|byte|SenderID}}&lt;br /&gt;
{{hl1msg|string|AudioCode}}&lt;br /&gt;
{{hl1msg|short|Pitch}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ServerName =&lt;br /&gt;
Sends a server name to a client.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ServerName|string}}&lt;br /&gt;
{{hl1msg|string|ServerName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
Sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SetFOV|byte}}&lt;br /&gt;
{{hl1msg|byte|Degrees}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ShadowIdx|long}}&lt;br /&gt;
{{hl1msg|long|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
Displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). Acts like AMXX's show_menu (in fact, this is how AMXX shows a menu).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Multipart should be 1 if your menu takes up multiple messages (i.e.: string is too big to fit into one). On the final message, Multipart should be 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ShowMenu|short, char, byte, string}}&lt;br /&gt;
{{hl1msg|short|KeysBitSum}}&lt;br /&gt;
{{hl1msg|char|Time}}&lt;br /&gt;
{{hl1msg|byte|Multipart}}&lt;br /&gt;
{{hl1msg|string|Text}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ShowTimer =&lt;br /&gt;
Forces the round timer displaying.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SpecHealth|byte}}&lt;br /&gt;
{{hl1msg|byte|Health?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth2 =&lt;br /&gt;
Updates the observer's screen with a name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SpecHealth2|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Health}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Spectator =&lt;br /&gt;
Called when player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Spectator|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|ClientID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
Draws/removes the specified status [[HUD]] icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Color arguments are optional and is required only if Status aren't equal to 0.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Status}}&lt;br /&gt;
{{hl1msg|string|SpriteName}}&lt;br /&gt;
{{hl1msg|byte|ColorR}}&lt;br /&gt;
{{hl1msg|byte|ColorG}}&lt;br /&gt;
{{hl1msg|byte|ColorB}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= StatusValue =&lt;br /&gt;
Sends/updates the status values. For the Flag 1 the Value is TeamRelation, for 2 is PlayerID, for 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is Hostage, PlayerID will be 0 or will be not sent at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually is fired as a triple message, for example:&lt;br /&gt;
 {1,  2}  -  non-teammate player&lt;br /&gt;
 {2, 17}  -  player index is 17&lt;br /&gt;
 {3, 59}  -  player health is 59&lt;br /&gt;
{{begin-hl1msg|StatusValue|byte, short}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|short|Value}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= StatusText =&lt;br /&gt;
Specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|StatusText|byte, string}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|string|Text}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TaskTime =&lt;br /&gt;
Displays a secondary timer above the round timer. Used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive.&amp;lt;br&amp;gt;&lt;br /&gt;
If Active is true, timer counts down. Otherwise, it is paused.&amp;lt;br&amp;gt;If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This event can only be used on missions that have an objective requiring a secondary timer!}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TaskTime|short, byte, byte}}&lt;br /&gt;
{{hl1msg|short|Time}}&lt;br /&gt;
{{hl1msg|byte|Active}}&lt;br /&gt;
{{hl1msg|byte|Fade}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
Sets the team information for the given player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS TeamName is either &amp;quot;UNASSIGNED&amp;quot;, &amp;quot;TERRORIST&amp;quot;, &amp;quot;CT&amp;quot; or &amp;quot;SPECTATOR&amp;quot;.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TeamInfo|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|TeamName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
Updates the team score on the score board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS TeamName is either &amp;quot;TERRORIST&amp;quot; or &amp;quot;CT&amp;quot;.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TeamScore|string, short}}&lt;br /&gt;
{{hl1msg|string|TeamName}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
Prints a cutom/or predefined text message.&amp;lt;br&amp;gt;&lt;br /&gt;
There does not necessarily have to be a total of 6 arguments, there could be as little as 2. For example you can send a message with the following:&lt;br /&gt;
 Arg1: 1&lt;br /&gt;
 Arg2: #Game_join_ct&lt;br /&gt;
 Arg3: Pimp Daddy&lt;br /&gt;
{{begin-hl1msg|TextMsg|byte, string, string, string, string, string}}&lt;br /&gt;
{{hl1msg|byte|DestinationType}}&lt;br /&gt;
{{hl1msg|string|Message}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
Displays the speed bar used for controlling a train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Speed is as follows: 0 (disable display), 1 (reverse), 2 (neutral), 3 (slow speed), 4 (medium speed), 5 (maximum speed)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Train|byte}}&lt;br /&gt;
{{hl1msg|byte|Speed}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
Closes all CZ-style tutor popups.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
Used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
Displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|VGUIMenu|byte, short, char, byte, string}}&lt;br /&gt;
{{hl1msg|byte|MenuID}}&lt;br /&gt;
{{hl1msg|short|KeysBitSum}}&lt;br /&gt;
{{hl1msg|char|Time?}}&lt;br /&gt;
{{hl1msg|byte|Multipart?}}&lt;br /&gt;
{{hl1msg|string|Name?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
Used to tell a client who he can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|VoiceMask|long, long}}&lt;br /&gt;
{{hl1msg|long|AudiblePlayersIndexBitSum}}&lt;br /&gt;
{{hl1msg|long|ServerBannedPlayersIndexBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
Configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Fired on map initialization.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|SlotID starts from 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flags (from HLSDK):&lt;br /&gt;
 ITEM_FLAG_SELECTONEMPTY       1&lt;br /&gt;
 ITEM_FLAG_NOAUTORELOAD        2&lt;br /&gt;
 ITEM_FLAG_NOAUTOSWITCHEMPTY   4&lt;br /&gt;
 ITEM_FLAG_LIMITINWORLD        8&lt;br /&gt;
 ITEM_FLAG_EXHAUSTIBLE        16 // A player can totally exhaust their ammo supply and lose this weapon.&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|WeaponList|string, byte, byte, byte, byte, byte, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|string|WeaponName}}&lt;br /&gt;
{{hl1msg|byte|PrimaryAmmoID}}&lt;br /&gt;
{{hl1msg|byte|PrimaryAmmoMaxAmount}}&lt;br /&gt;
{{hl1msg|byte|SecondaryAmmoID}}&lt;br /&gt;
{{hl1msg|byte|SecondaryAmmoMaxAmount}}&lt;br /&gt;
{{hl1msg|byte|SlotID}}&lt;br /&gt;
{{hl1msg|byte|NumberInSlot}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= WeapPickup =&lt;br /&gt;
Temporarily draws correspoding weapon [[HUD]] icon in the middle of the right side of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>Destro-</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=7883</id>
		<title>Half-Life 1 Game Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=7883"/>
		<updated>2010-11-13T13:58:52Z</updated>

		<summary type="html">&lt;p&gt;Destro-: /* BarTime2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Half-Life 1]]&lt;br /&gt;
[[Category:Scripting (AMX Mod X)]]&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
In [[AMX Mod X]] you are able to hook in-game messages/events with [http://www.amxmodx.org/funcwiki.php?search=register_message&amp;amp;go=search register_message] / [http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=26 register_event]. Here are the list of messages/events and their arguments which can be read with [http://www.amxmodx.org/funcwiki.php?search=get_msg_arg_&amp;amp;go=search get_msg_arg_*] / [http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=132 read_data].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*See the [[Advanced Scripting (AMX Mod X)#Events.2FMessages|Advanced Scripting]] article for more on events and messages.&amp;lt;br&amp;gt;&lt;br /&gt;
*See messages.inc and message_const.inc from amxmodx/scriptong/include folder or [http://www.amxmodx.org/funcwiki.php?go=inc&amp;amp;id=47 Messaging functions] and [http://www.amxmodx.org/funcwiki.php?go=inc&amp;amp;id=48 Message constants] for full messages control including blocking, argument alteration and much more.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
Changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. Called whenever the allow_spectators CVar is changed, with its new value sent as the byte.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This changes how the change team menu appears, but spectating functionality is based off of the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|AllowSpec|byte}}&lt;br /&gt;
{{hl1msg|byte|Allowed}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AmmoPickup =&lt;br /&gt;
Temporarily draws [[HUD]] ammo amount and correspoding ammo [[HUD]] icon in the middle of the right side of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|AmmoPickup|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|AmmoID}}&lt;br /&gt;
{{hl1msg|byte|Ammount}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
Updates the green bar indicator in the [[HUD]] weapons list. Also updates [[HUD]] backpack ammo number in the lower right corner of the screen in case the given ammo type are compatible with the current weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|AmmoX|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|AmmoID}}&lt;br /&gt;
{{hl1msg|byte|Ammount}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ArmorType =&lt;br /&gt;
Draws/removes helmet [[HUD]] icon. If flag is set to 1 the helmet [[HUD]] icon will be drawn (located right on the armor icon).&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
Draws a [[HUD]] progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Set Duration to 0 to hide the bar.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BarTime|short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BarTime2 =&lt;br /&gt;
The same as BarTime but StartPercents is specify how many per cents of the bar are (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercents / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BarTime2|short}}&lt;br /&gt;
{{hl1msg|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercents}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
Updates the icon and the number of armor on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Battery|short}}&lt;br /&gt;
{{hl1msg|short|Armor}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
Makes a player's money display flash rapidly, until it flashes a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BlinkAcct|byte}}&lt;br /&gt;
{{hl1msg|byte|BlinkAmt}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BombDrop =&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 1 if the bomb has been planted. It is 0 if the bomb was dropped due to voluntary dropping or death/disconnect. Setting the last argument 1, will also trigger the round timer to hide. It also will show the dropped bomb on the Terrorist team's radar in the location specified by the first three arguments.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BombDrop|coord, coord, coord, byte}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BombPickup =&lt;br /&gt;
This message just tells the game that the bomb has been picked up. It will cause the dropped/planted bomb to disappear from the Terrorist team's radar.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
Used by CZ's bots when learning a new map. Displays a progress bar in the middle of the screen, with some header text. The bar doesn't move, and you can't do anything while the bar is displayed. This is a different style of progress bar than from the BarTime event. This really doesn't display well in CS.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Flag can be 0 (update bar), 1 (create new bar), or 2 (remove bar). When using flag 0, send all arguments. When using flag 1, send only Flag and Header. When using flag 2, send only Flag.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BotProgress|byte, byte, string}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|Progress}}&lt;br /&gt;
{{hl1msg|string|Header}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotVoice =&lt;br /&gt;
Displays (or hides) the voice icon above a user's head and the talking icon on the right side of the screen. This is called by CZ for bots; it's not called by regular players, although you &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt; specify a regular player (non-bot) for the PlayerIndex. Status is 1 for talking, or 0 for not talking.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BotVoice|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Status}}&lt;br /&gt;
{{hl1msg|byte|PlayerIndex}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Brass =&lt;br /&gt;
Creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Brass|byte, coord, coord, coord, coord, coord, coord, coord, coord, coord, angle, short, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|MessageID}}&lt;br /&gt;
{{hl1msg|coord|StartX}}&lt;br /&gt;
{{hl1msg|coord|StartY}}&lt;br /&gt;
{{hl1msg|coord|StartZ}}&lt;br /&gt;
{{hl1msg|coord|VelocityX?}}&lt;br /&gt;
{{hl1msg|coord|VelocityY?}}&lt;br /&gt;
{{hl1msg|coord|VelocityZ?}}&lt;br /&gt;
{{hl1msg|coord|UnknownX}}&lt;br /&gt;
{{hl1msg|coord|UnknownY}}&lt;br /&gt;
{{hl1msg|coord|UnknownZ}}&lt;br /&gt;
{{hl1msg|angle|Rotation}}&lt;br /&gt;
{{hl1msg|short|ModelIndex}}&lt;br /&gt;
{{hl1msg|byte|BounceSoundType}}&lt;br /&gt;
{{hl1msg|byte|Life}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
Forces the buy menu to close. This is not called when the player closes the buy menu by himself; it's only called when the game forces him to do so (ie: he walks outside of the buy zone, gets killed, etcetera).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
Spawns a player's corpse. ModelName is the player's model name, for example: &amp;quot;leet&amp;quot;. Delay is a delay before animation plaback, can be negative value.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Coord and Delay is multiplied by 128.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS argument #10 is always equal to 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*See [http://www.amxmodx.org/funcwiki.php?go=module&amp;amp;id=4#const_teams CS Team Constants] for team indeces constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ClCorpse|string, long, long, long, coord, coord, coord, long, byte, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|string|ModelName}}&lt;br /&gt;
{{hl1msg|long|CoordX}}&lt;br /&gt;
{{hl1msg|long|CoordY}}&lt;br /&gt;
{{hl1msg|long|CoordZ}}&lt;br /&gt;
{{hl1msg|coord|Angle0}}&lt;br /&gt;
{{hl1msg|coord|Angle1}}&lt;br /&gt;
{{hl1msg|coord|Angle2}}&lt;br /&gt;
{{hl1msg|long|Delay}}&lt;br /&gt;
{{hl1msg|byte|Sequence}}&lt;br /&gt;
{{hl1msg|byte|ClassID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
Draws/removes a crosshair. If Flag is set to 1 the crosshair will be drawn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This crossair looks not like the regular one but like the one that is drawn in the spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Crosshair|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
Updates the clip ammo number and weapon's corresponding ammo type icon on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|CurWeapon|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|IsActive}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{hl1msg|byte|ClipAmmo}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
Supplies certain updates to the player regarding Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See the [[CZCareer]] page for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|CZCareer|string,*}}&lt;br /&gt;
{{hl1msg|string|Type}}&lt;br /&gt;
{{hl1msg|*|Parameters}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CZCareerHUD =&lt;br /&gt;
Displays certain [[HUD]] elements regarding Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See the [[CZCareerHUD]] page for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Using an invalid type has no repercussions whatsoever. Therefore, you can use this to make your own custom communications (you can send any number of arguments of any type after the first string).}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multiplayer (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|CZCareerHUD|string,*}}&lt;br /&gt;
{{hl1msg|string|Type}}&lt;br /&gt;
{{hl1msg|*|Parameters}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Damage =&lt;br /&gt;
Called when a player takes damage, to display the red locational indicators. The last three arguments is the origin of the damage inflictor or victim origin if inflictor isn't found. DamageType is a bitwise value usually consist of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To caputure this message,you should use &amp;quot;b&amp;quot; as the third parameter in the register_event() function.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Damage|byte, byte, long, coord, coord, coord}}&lt;br /&gt;
{{hl1msg|byte|DamageSave}}&lt;br /&gt;
{{hl1msg|byte|DamageTake}}&lt;br /&gt;
{{hl1msg|long|DamageType}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DeathMsg =&lt;br /&gt;
Fired to all players (MSG_ALL or MSG_BROADCAST) to notify them of a death. This generates the [[HUD]] message the client sees in the upper right corner of their screen.&amp;lt;br&amp;gt;&lt;br /&gt;
Also prints the console text message &amp;quot;KillerName killed VictimName with TruncatedWeaponName&amp;quot; or &amp;quot;*** KillerName killed VictimName with a headshot from TruncatedWeaponName ***&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|TruncatedWeaponName doesn't contain a &amp;quot;weapon_&amp;quot; prefix. See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For grenade kill TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot; but &amp;quot;grenade&amp;quot;, in fact it's an actual classname of a throwed grenade.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For KillerID it's not necessarily should be a PlayerID, it could be 0 if player dies from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in this case TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For vehicle kills TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot; et cetera.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|DeathMsg|byte, byte, byte, string}}&lt;br /&gt;
{{hl1msg|byte|KillerID}}&lt;br /&gt;
{{hl1msg|byte|VictimID}}&lt;br /&gt;
{{hl1msg|byte|IsHeadshot}}&lt;br /&gt;
{{hl1msg|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
Updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercents}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
Updates the flashlight state and battery charge on the [[HUD]]. If Flag is set to 1 the flashlight [[HUD]] icon will be shown as active.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercents}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{qnotice|mp_Fog 1 for fog in counter-strike}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Fog|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|FogValue}}&lt;br /&gt;
{{hl1msg|byte|FogValue}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ForceCam =&lt;br /&gt;
Called whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is assumedly a third CVar that this tracks, but it is yet unknown. Note that this message doesn't actually change any of the spectating rules for the client.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Even if mp_forcechasecam is set to 2, it is sent by this message as 1.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ForceCam|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|ForcecamValue}}&lt;br /&gt;
{{hl1msg|byte|ForcechasecamValue}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
Notifies about radiation level through special sound signals. Distance is a distance to hazard area.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Geiger|byte}}&lt;br /&gt;
{{hl1msg|byte|Distance}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
Updates the number of health on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Health|byte}}&lt;br /&gt;
{{hl1msg|byte|Health}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HideWeapon =&lt;br /&gt;
Hides the specified [[HUD]] elements.&amp;lt;br&amp;gt;&lt;br /&gt;
Flags:&lt;br /&gt;
   1   (1&amp;lt;&amp;lt;0)  -  crosshair, ammo, weapons list&lt;br /&gt;
   2   (1&amp;lt;&amp;lt;1)  -  flashlight, +&lt;br /&gt;
   4   (1&amp;lt;&amp;lt;2)  -  ALL&lt;br /&gt;
   8   (1&amp;lt;&amp;lt;3)  -  radar, health, armor, +&lt;br /&gt;
  16   (1&amp;lt;&amp;lt;4)  -  timer, +&lt;br /&gt;
  32   (1&amp;lt;&amp;lt;5)  -  money, +&lt;br /&gt;
  64   (1&amp;lt;&amp;lt;6)  -  crosshair&lt;br /&gt;
 128   (1&amp;lt;&amp;lt;7)  -  +&lt;br /&gt;
Symbol + mean that an additional crosshair will be drawn. That crosshair looks exactly like the one from Crosshair message.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HideWeapon|byte}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HLTV =&lt;br /&gt;
Message sent for HLTV and unique for each round-start.&amp;lt;br&amp;gt;&lt;br /&gt;
On new round is fired 2 messages:&lt;br /&gt;
 // reset all players health for HLTV&lt;br /&gt;
 MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );&lt;br /&gt;
 WRITE_BYTE( 0 );   // 0 = all players&lt;br /&gt;
 WRITE_BYTE( 100 | 128 );&lt;br /&gt;
 MESSAGE_END();&amp;lt;br&amp;gt;&lt;br /&gt;
 // reset all players FOV for HLTV&lt;br /&gt;
 MESSAGE_BEGIN( MSG_SPEC, gmsgHLTV );&lt;br /&gt;
 WRITE_BYTE( 0 );   // all players&lt;br /&gt;
 WRITE_BYTE( 0 );&lt;br /&gt;
 MESSAGE_END();&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HLTV|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|ClientID}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HostageK =&lt;br /&gt;
Temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HostageK|byte}}&lt;br /&gt;
{{hl1msg|byte|HostageID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HostagePos =&lt;br /&gt;
Draws/updates the blue mark on the CT players' radar which is indicate the corresponding hostage position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HostagePos|byte, byte, coord, coord, coord}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|HostageID}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
Prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|An example of TextCode could be &amp;quot;#Hint_you_have_the_bomb&amp;quot;.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If you have a problems with specifing the last two arguments use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
Initializes the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
Temporarily draws correspoding item [[HUD]] icon in the middle of the right side of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ItemPickup|string}}&lt;br /&gt;
{{hl1msg|string|ItemName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
Notifies about carried items.&amp;lt;br&amp;gt;&lt;br /&gt;
Example of some item bits:&lt;br /&gt;
 1   (1&amp;lt;&amp;lt;0)  -  nightvision goggles&lt;br /&gt;
 2   (1&amp;lt;&amp;lt;1)  -  defusal kit&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
Updates the Amount of money on the [[HUD]]. If the Flag is 1, the additional new-old [[HUD]] money amount difference will be also displayed.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Money|long, byte}}&lt;br /&gt;
{{hl1msg|long|Amount}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
Displays MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. Large MOTD is sent in multiple messages. For the message that is send a last MOTD part the Flag will be set to 1 and 0 otherwise.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|MOTD|byte, string}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|string|Text}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
Toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|NVGToggle|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
Draws/updates the dot on the [[HUD]] radar which is indicate the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Radar|byte, coord, coord, coord}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|coord|CoordX}}&lt;br /&gt;
{{hl1msg|coord|CoordY}}&lt;br /&gt;
{{hl1msg|coord|CoordZ}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
Resets the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
Updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|RoundTime|short}}&lt;br /&gt;
{{hl1msg|short|Time}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SayText =&lt;br /&gt;
Prints say [[HUD]] text. Second argument can be a predefined string or a custom one. In the last case the last two arguments isn't required.&amp;lt;br&amp;gt;&lt;br /&gt;
An examples of a predifined Counter-Strike string values: #Cstrike_Chat_AllDead, #Cstrike_Name_Change&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|For #Cstrike_Name_Change String2 is an old name and String3 is a new name.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SayText|byte, string, string, string}}&lt;br /&gt;
{{hl1msg|byte|SenderID}}&lt;br /&gt;
{{hl1msg|string|String1}}&lt;br /&gt;
{{hl1msg|string|String2}}&lt;br /&gt;
{{hl1msg|string|String3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Scenario =&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, displays Sprite (valid names listed in sprites/hud.txt) to the right of the round timer with an alpha value of Alpha (100-255). If FlashRate is nonzero, then the sprite will flash from the given alpha to an alpha of 100, at a rate of FlashRate (measured in ???). This is used by CZ to display how many hostages remain unrescued, and also to display the ticking bomb when it is planted.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If Active is 0, don't send any other arguments afterwards. Also, you don't need to send either short if FlashRate is just going to be 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[image:Cs_scenario_msg.jpg|frame|right|Scenario message in CS, using the following parameters: 1, d_mp5navy, 150]]&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Works in both CS and CZ!}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CZ (and possibly CS), if someone respawns after the bomb has been planted, their Scenario event will not work at all until the next round.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Scenario|byte, string, byte, short, short}}&lt;br /&gt;
{{hl1msg|byte|Active}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{hl1msg|byte|Alpha}}&lt;br /&gt;
{{hl1msg|short|FlashRate}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
Updates the scoreboard's attribute for the specified player. For the 2nd argument, 0 is nothing, (1&amp;lt;&amp;lt;0) i.e. 1 is dead, (1&amp;lt;&amp;lt;1) i.e. 2 is bomb, (1&amp;lt;&amp;lt;2) i.e. 4 is VIP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Flags is a bitwise value so if VIP player is dying with the bomb the Flags will be 7 i.e. bit sum of all flags.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ScoreAttrib|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreInfo =&lt;br /&gt;
Updates the scoreboard with the given player's Frags and Deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument is always equal to 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*See [http://www.amxmodx.org/funcwiki.php?go=module&amp;amp;id=4#const_teams CS Team Constants] for team indeces constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Frags}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|ClassID?}}&lt;br /&gt;
{{hl1msg|short|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
Fades the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Duration and HoldTime is in special units. 1 second is equal to (1&amp;lt;&amp;lt;12) i.e. 4096 units.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flags (from HLSDK):&lt;br /&gt;
 FFADE_IN         0x0000 // Just here so we don't pass 0 into the function&lt;br /&gt;
 FFADE_OUT        0x0001 // Fade out (not in)&lt;br /&gt;
 FFADE_MODULATE   0x0002 // Modulate (don't blend)&lt;br /&gt;
 FFADE_STAYOUT    0x0004 // ignores the duration, stays faded out until new ScreenFade message received&lt;br /&gt;
{{begin-hl1msg|ScreenFade|short, short, short, byte, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|HoldTime}}&lt;br /&gt;
{{hl1msg|short|Flags}}&lt;br /&gt;
{{hl1msg|byte|ColorR}}&lt;br /&gt;
{{hl1msg|byte|ColorG}}&lt;br /&gt;
{{hl1msg|byte|ColorB}}&lt;br /&gt;
{{hl1msg|byte|Alpha}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenShake =&lt;br /&gt;
Shakes the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|All arguments is in special units. 1 second is equal to (1&amp;lt;&amp;lt;12) i.e. 4096 units.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ScreenShake|short, short, short}}&lt;br /&gt;
{{hl1msg|short|Amplitude}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|Frequency}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
Plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SendAudio|byte, string, short}}&lt;br /&gt;
{{hl1msg|byte|SenderID}}&lt;br /&gt;
{{hl1msg|string|AudioCode}}&lt;br /&gt;
{{hl1msg|short|Pitch}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ServerName =&lt;br /&gt;
Sends a server name to a client.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ServerName|string}}&lt;br /&gt;
{{hl1msg|string|ServerName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
Sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SetFOV|byte}}&lt;br /&gt;
{{hl1msg|byte|Degrees}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ShadowIdx|long}}&lt;br /&gt;
{{hl1msg|long|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
Displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). Acts like AMXX's show_menu (in fact, this is how AMXX shows a menu).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Multipart should be 1 if your menu takes up multiple messages (i.e.: string is too big to fit into one). On the final message, Multipart should be 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ShowMenu|short, char, byte, string}}&lt;br /&gt;
{{hl1msg|short|KeysBitSum}}&lt;br /&gt;
{{hl1msg|char|Time}}&lt;br /&gt;
{{hl1msg|byte|Multipart}}&lt;br /&gt;
{{hl1msg|string|Text}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ShowTimer =&lt;br /&gt;
Forces the round timer displaying.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SpecHealth|byte}}&lt;br /&gt;
{{hl1msg|byte|Health?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth2 =&lt;br /&gt;
Updates the observer's screen with a name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|SpecHealth2|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Health}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Spectator =&lt;br /&gt;
Called when player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Spectator|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|ClientID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
Draws/removes the specified status [[HUD]] icon. For Status, 0 is Hide Icon, 1 is Show Icon, 2 is Flash Icon. Color arguments are optional and is required only if Status aren't equal to 0.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|StatusIcon|byte, string, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Status}}&lt;br /&gt;
{{hl1msg|string|SpriteName}}&lt;br /&gt;
{{hl1msg|byte|ColorR}}&lt;br /&gt;
{{hl1msg|byte|ColorG}}&lt;br /&gt;
{{hl1msg|byte|ColorB}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= StatusValue =&lt;br /&gt;
Sends/updates the status values. For the Flag 1 the Value is TeamRelation, for 2 is PlayerID, for 3 is Health. For TeamRelation, 1 is Teammate player, 2 is Non-Teammate player, 3 is Hostage. If TeamRelation is Hostage, PlayerID will be 0 or will be not sent at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually is fired as a triple message, for example:&lt;br /&gt;
 {1,  2}  -  non-teammate player&lt;br /&gt;
 {2, 17}  -  player index is 17&lt;br /&gt;
 {3, 59}  -  player health is 59&lt;br /&gt;
{{begin-hl1msg|StatusValue|byte, short}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|short|Value}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= StatusText =&lt;br /&gt;
Specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|StatusText|byte, string}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|string|Text}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TaskTime =&lt;br /&gt;
Displays a secondary timer above the round timer. Used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, timer dissappears. If Time is any other negative value, it is displayed as green instead of yellow, and considered positive.&amp;lt;br&amp;gt;&lt;br /&gt;
If Active is true, timer counts down. Otherwise, it is paused.&amp;lt;br&amp;gt;If Fade is above zero, the timer will slowly fade out after that many seconds have passed (even if the timer is inactive).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This event can only be used on missions that have an objective requiring a secondary timer!}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TaskTime|short, byte, byte}}&lt;br /&gt;
{{hl1msg|short|Time}}&lt;br /&gt;
{{hl1msg|byte|Active}}&lt;br /&gt;
{{hl1msg|byte|Fade}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
Sets the team information for the given player.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS TeamName is either &amp;quot;UNASSIGNED&amp;quot;, &amp;quot;TERRORIST&amp;quot;, &amp;quot;CT&amp;quot; or &amp;quot;SPECTATOR&amp;quot;.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TeamInfo|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|TeamName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
Updates the team score on the score board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS TeamName is either &amp;quot;TERRORIST&amp;quot; or &amp;quot;CT&amp;quot;.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TeamScore|string, short}}&lt;br /&gt;
{{hl1msg|string|TeamName}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
Prints a cutom/or predefined text message.&amp;lt;br&amp;gt;&lt;br /&gt;
There does not necessarily have to be a total of 6 arguments, there could be as little as 2. For example you can send a message with the following:&lt;br /&gt;
 Arg1: 1&lt;br /&gt;
 Arg2: #Game_join_ct&lt;br /&gt;
 Arg3: Pimp Daddy&lt;br /&gt;
{{begin-hl1msg|TextMsg|byte, string, string, string, string, string}}&lt;br /&gt;
{{hl1msg|byte|DestinationType}}&lt;br /&gt;
{{hl1msg|string|Message}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{hl1msg|string|Submsg}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
Displays the speed bar used for controlling a train.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Speed is as follows: 0 (disable display), 1 (reverse), 2 (neutral), 3 (slow speed), 4 (medium speed), 5 (maximum speed)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|Train|byte}}&lt;br /&gt;
{{hl1msg|byte|Speed}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
Closes all CZ-style tutor popups.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
Used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information available for this message (HLSDK says this switches to first-person view, but it doesn't seem to function as so).}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
Displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|VGUIMenu|byte, short, char, byte, string}}&lt;br /&gt;
{{hl1msg|byte|MenuID}}&lt;br /&gt;
{{hl1msg|short|KeysBitSum}}&lt;br /&gt;
{{hl1msg|char|Time?}}&lt;br /&gt;
{{hl1msg|byte|Multipart?}}&lt;br /&gt;
{{hl1msg|string|Name?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
Used to tell a client who he can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|VoiceMask|long, long}}&lt;br /&gt;
{{hl1msg|long|AudiblePlayersIndexBitSum}}&lt;br /&gt;
{{hl1msg|long|ServerBannedPlayersIndexBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
Configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Fired on map initialization.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|SlotID starts from 0.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flags (from HLSDK):&lt;br /&gt;
 ITEM_FLAG_SELECTONEMPTY       1&lt;br /&gt;
 ITEM_FLAG_NOAUTORELOAD        2&lt;br /&gt;
 ITEM_FLAG_NOAUTOSWITCHEMPTY   4&lt;br /&gt;
 ITEM_FLAG_LIMITINWORLD        8&lt;br /&gt;
 ITEM_FLAG_EXHAUSTIBLE        16 // A player can totally exhaust their ammo supply and lose this weapon.&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|WeaponList|string, byte, byte, byte, byte, byte, byte, byte, byte}}&lt;br /&gt;
{{hl1msg|string|WeaponName}}&lt;br /&gt;
{{hl1msg|byte|PrimaryAmmoID}}&lt;br /&gt;
{{hl1msg|byte|PrimaryAmmoMaxAmount}}&lt;br /&gt;
{{hl1msg|byte|SecondaryAmmoID}}&lt;br /&gt;
{{hl1msg|byte|SecondaryAmmoMaxAmount}}&lt;br /&gt;
{{hl1msg|byte|SlotID}}&lt;br /&gt;
{{hl1msg|byte|NumberInSlot}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{hl1msg|byte|Flags}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= WeapPickup =&lt;br /&gt;
Temporarily draws correspoding weapon [[HUD]] icon in the middle of the right side of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Draw time is depend on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>Destro-</name></author>
		
	</entry>
</feed>