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	<updated>2026-04-06T09:42:51Z</updated>
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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9479</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=9479"/>
		<updated>2014-02-08T19:10:44Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* DeathMsg */ Added &amp;quot;teammate&amp;quot; note&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|In some mods, TruncatedWeaponName is &amp;quot;teammate&amp;quot; for a team kill, which shows a green skull in the HUD message.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Object|string}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent along with [[#Object|Object]] when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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|FlashDelay}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses [[#ScoreShort|ScoreShort]] and [[#ObjScore|ObjScore]] instead of this message to update score and deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Although Metamod lists this message, it doesn't appear to be used or even a valid message name.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument appears to be the same as the ''refresh'' parameter used in [http://amxmodx.org/doc/source/functions/dodfun/dod_set_pl_deaths.htm dod_set_pl_deaths] and was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Refresh?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
= StatusText =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
= StatusValue =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
= TaskTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9470</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=9470"/>
		<updated>2014-01-29T23:40:56Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: Fixed ABC order&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Object|string}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent along with [[#Object|Object]] when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses [[#ScoreShort|ScoreShort]] and [[#ObjScore|ObjScore]] instead of this message to update score and deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Although Metamod lists this message, it doesn't appear to be used or even a valid message name.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument appears to be the same as the ''refresh'' parameter used in [http://amxmodx.org/doc/source/functions/dodfun/dod_set_pl_deaths.htm dod_set_pl_deaths] and was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Refresh?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
= StatusText =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
= StatusValue =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
= TaskTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9430</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=9430"/>
		<updated>2013-12-03T19:37:38Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScoreShort */ Updated note&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Object|string}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent along with [[#Object|Object]] when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses [[#ScoreShort|ScoreShort]] and [[#ObjScore|ObjScore]] instead of this message to update score and deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Although Metamod lists this message, it doesn't appear to be used or even a valid message name.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument appears to be the same as the ''refresh'' parameter used in [http://amxmodx.org/doc/source/functions/dodfun/dod_set_pl_deaths.htm dod_set_pl_deaths] and was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Refresh?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9429</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=9429"/>
		<updated>2013-12-03T19:29:30Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScoreInfoLong */ Changed note&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Object|string}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent along with [[#Object|Object]] when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses [[#ScoreShort|ScoreShort]] and [[#ObjScore|ObjScore]] instead of this message to update score and deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Although Metamod lists this message, it doesn't appear to be used or even a valid message name.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9428</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=9428"/>
		<updated>2013-12-03T19:25:52Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScoreInfo */ Updated description&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Object|string}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent along with [[#Object|Object]] when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused. In Team Fortress Classic, the score is based on the number of kills, suicides, and captures. Day of Defeat uses [[#ScoreShort|ScoreShort]] and [[#ObjScore|ObjScore]] instead of this message to update score and deaths.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9427</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=9427"/>
		<updated>2013-12-03T19:06:37Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* PStatus */ Added description&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Object|string}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent along with [[#Object|Object]] when a player picks up an object. It may have other uses. When I picked up a satchel charge, the Unknown value was 5.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9426</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=9426"/>
		<updated>2013-12-03T18:51:51Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* Object */ Added description and structure&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player picks up certain objects. The specified sprite will be displayed on the left side of the [[HUD]]. An example Sprite is ''sprites/mapsprites/ae_satchel2.spr''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Object|string}}&lt;br /&gt;
{{hl1msg|string|Sprite}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9425</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=9425"/>
		<updated>2013-12-03T18:44:54Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* Frags */ Updated description&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard. This message is only sent for the killer.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9424</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=9424"/>
		<updated>2013-12-03T18:42:41Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* SetObj */ Added structure&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|SetObj|byte, byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown1}}&lt;br /&gt;
{{hl1msg|byte|Unknown2}}&lt;br /&gt;
{{hl1msg|byte|Unknown3}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9423</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=9423"/>
		<updated>2013-12-03T18:40:57Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* YouDied */ Added description and structure&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message is sent to a player when they die.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|YouDied|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9422</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=9422"/>
		<updated>2013-12-03T18:33:39Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* BloodPuff */ Added description and structure&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message creates a puff of blood at the specified coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BloodPuff|coord, coord, coord}}&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;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9421</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=9421"/>
		<updated>2013-12-03T18:23:35Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: Added 120 missing messages&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AlienInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
= AmmoShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AmmoX =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&lt;br /&gt;
{{begin-hl1msg|ArmorType|byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BalanceVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BarTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
= Bench =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BlinkAcct =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
= BlipList =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BloodPuff =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BombDrop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
= BuildSt =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= BuyClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Camera =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraMouse =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CameraView =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CancelProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CbElec =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClanTimer =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
= ClientAreas =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ClScript =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Concuss =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CreateBlood =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Crosshair =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CTFScore =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CurWeapon =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
= CustomIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= CZCareer =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= DebugCSP =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelEntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= DelParts =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Detpack =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EditPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EndRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= EntHier =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Feign =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlagTimer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Frozen =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameRules =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameStatus =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GargSplash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
= Gib =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HandSignal =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Health =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
= HudColor =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudText =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudText2 =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= IssueOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
= Items =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ItemStatus =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&lt;br /&gt;
{{begin-hl1msg|ItemStatus|byte}}&lt;br /&gt;
{{hl1msg|byte|ItemsBitSum}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ListPS =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Location =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= MapList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MapMarker =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MiniMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
= Monitor =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= MOTD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
= NextMap =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NexusBytes =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= NVGToggle =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= Object =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= OldWeapon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Particles =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PlayerIcon =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayersIn =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlayHUDNot =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Playlist =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PlyrBrowse =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Portal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Powerup =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProfileInfo =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Progress =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ProgUpdate =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PShoot =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PTeam =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= QItems =&lt;br /&gt;
{{ModList||dmc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
= RampSprite =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RandomPC =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReceiveW =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadDone =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Reward =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundState =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreInfoLong =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= SecAmmoIcon =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SecAmmoVal =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SelAmmo =&lt;br /&gt;
{{ModList||dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SendAudio =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
= ServerVar =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetFOV =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
= SetGmma =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetMenuTeam =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetOrder =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetRequest =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetSelect =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTech =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetTopDown =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetUpgrades =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SetupMap =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShadowIdx =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
= ShieldRic =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShkFlash =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ShowMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Sky3D =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundList =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SoundNames =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Speaksent =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecFade =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
= SporeTrail =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRDetonate =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimed =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= SRPrimedOff =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartProgF =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartRnd =&lt;br /&gt;
{{ModList||ricochet}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StartSound =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsInfo =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatsPlayer =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= StatusIcon =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
= TE_CUSTOM =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamFull =&lt;br /&gt;
{{ModList||gearbox}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamInfo =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
= TeamNames =&lt;br /&gt;
{{ModList||gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TeamScore =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TechSlots =&lt;br /&gt;
{{ModList||ns}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
= TimeEnd =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimeLeft =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TimerStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ToxicCloud =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TracerDecal =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Train =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
= TurretLaser =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= TutorClose =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= UseSound =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ValClass =&lt;br /&gt;
{{ModList||tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
= VoteMenu =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WaveTime =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeaponList =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|WeapPickup|byte}}&lt;br /&gt;
{{hl1msg|byte|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Weather =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= WeatherFX =&lt;br /&gt;
{{ModList||svencoop}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= YouDied =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9420</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=9420"/>
		<updated>2013-12-03T17:15:02Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: Fixed sorting&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VoiceMask =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9419</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=9419"/>
		<updated>2013-12-03T16:53:22Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* BarTime2 */ grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The message is the same as [[#BarTime|BarTime]], but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9418</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=9418"/>
		<updated>2013-12-03T16:51:02Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* BarTime */ grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9417</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=9417"/>
		<updated>2013-12-03T16:50:20Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ArmorType */ grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/removes the 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9416</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=9416"/>
		<updated>2013-12-03T16:49:43Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* AmmoX */ grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the green bar indicator in the [[HUD]] weapons list. It also updates [[HUD]] backpack ammo number in the lower right corner of the screen if the given ammo type is 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9415</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=9415"/>
		<updated>2013-12-03T16:48:45Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* AmmoPickup */ grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws [[HUD]] numerical ammo amount and corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9414</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=9414"/>
		<updated>2013-12-03T16:47:00Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* AllowSpec */ grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message changes whether or not &amp;quot;SPECTATE&amp;quot; appears on the change team menu. It is sent 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 on the actual CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9413</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=9413"/>
		<updated>2013-12-03T16:45:11Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* WeapPickup */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws the corresponding 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 depends on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9412</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=9412"/>
		<updated>2013-12-03T16:42:33Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* WeaponList */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message configures the [[HUD]] weapons list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This is fired on map initialization.}}&amp;lt;br&amp;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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9411</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=9411"/>
		<updated>2013-12-03T16:39:56Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* VoiceMask */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message tells a client whom they can hear over the microphone.&amp;lt;br&amp;gt;&lt;br /&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9410</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=9410"/>
		<updated>2013-12-03T16:37:50Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* VGUIMenu */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ViewMode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= VGUIMenu =&lt;br /&gt;
{{ModList||cstrike|czero|dod|gearbox|svencoop|tfc|}}&lt;br /&gt;
&lt;br /&gt;
This message displays a predefined VGUI menu.&amp;lt;br&amp;gt;&lt;br /&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9409</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=9409"/>
		<updated>2013-12-03T16:35:34Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ViewMode */ Added ModList&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9408</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=9408"/>
		<updated>2013-12-03T16:34:09Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TutorText */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorText =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is used to display a CZ-style tutor popup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is indexed as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9407</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=9407"/>
		<updated>2013-12-03T16:30:21Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TutorState */ Added ModList&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9406</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=9406"/>
		<updated>2013-12-03T16:29:26Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TutorLine */ Added ModList&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9405</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=9405"/>
		<updated>2013-12-03T16:28:51Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TutorClose */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message closes all CZ-style tutor popups.&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;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9404</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=9404"/>
		<updated>2013-12-03T16:27:49Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* Train */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9403</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=9403"/>
		<updated>2013-12-03T16:26:17Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TextMsg */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TextMsg =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints a custom 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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9402</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=9402"/>
		<updated>2013-12-03T16:23:37Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TeamScore */ Added ModList, Added message about different parameters, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the team score on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9401</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=9401"/>
		<updated>2013-12-03T16:19:31Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TeamInfo */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9400</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=9400"/>
		<updated>2013-12-03T16:17:23Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* TaskTime */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays a secondary timer above the round timer. It is used for Condition Zero singleplayer missions.&amp;lt;br&amp;gt;&lt;br /&gt;
If Time is -1, the 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;&lt;br /&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9399</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=9399"/>
		<updated>2013-12-03T16:15:25Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* StatusText */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
{{ModList||cstrike|czero|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message specifies the status text format.&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9398</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=9398"/>
		<updated>2013-12-03T16:13:28Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* StatusValue */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|ns|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends/updates the status values. For Flag, 1 is TeamRelation, 2 is PlayerID, and 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 this 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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9397</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=9397"/>
		<updated>2013-12-03T16:10:55Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* StatusIcon */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message 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 are required only if Status isn't equal to 0.&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9396</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=9396"/>
		<updated>2013-12-03T16:08:19Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* Spectator */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|gearbox|ricochet|svencoop|tfc}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player becomes an observer/spectator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|On join to Spectators this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9395</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=9395"/>
		<updated>2013-12-03T16:02:42Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* SpecHealth2 */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates a spectator's screen with the name and health of the given player.&amp;lt;br&amp;gt;&lt;br /&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9394</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=9394"/>
		<updated>2013-12-03T16:00:11Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* SpecHealth */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&lt;br /&gt;
{{begin-hl1msg|ShowTimer}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= SpecHealth =&lt;br /&gt;
{{ModList||cstrike|czero|tfc}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9393</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=9393"/>
		<updated>2013-12-03T15:58:37Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ShowTimer */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the round timer to display.&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9392</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=9392"/>
		<updated>2013-12-03T15:57:20Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ShowMenu */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays a &amp;quot;menu&amp;quot; to a player (text on the left side of the screen). It 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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9391</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=9391"/>
		<updated>2013-12-03T15:48:52Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ShadowIdx */ Added ModList&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9390</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=9390"/>
		<updated>2013-12-03T15:47:46Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* SetFOV */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sets the specified field of view.&amp;lt;br&amp;gt;&lt;br /&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9389</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=9389"/>
		<updated>2013-12-03T15:46:16Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ServerName */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message sends the server name to a client.&amp;lt;br&amp;gt;&lt;br /&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;
&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9388</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=9388"/>
		<updated>2013-12-03T15:44:50Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* SendAudio */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays the specified audio. An example of AudioCode could be &amp;quot;%!MRAD_rounddraw&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9387</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=9387"/>
		<updated>2013-12-03T15:43:42Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScreenShake */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
&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;
&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;
&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9386</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=9386"/>
		<updated>2013-12-03T15:41:54Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScreenFade */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScreenFade =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
&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;
&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;
&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;
&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9385</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=9385"/>
		<updated>2013-12-03T15:38:19Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScoreShort */ Replaced dod message with actual ModList&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&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;
&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;
&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;
&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;
&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;
&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9384</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=9384"/>
		<updated>2013-12-03T15:37:23Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScoreInfo */ Added ModList&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
Specific to Day of Defeat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&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;
&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;
&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;
&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;
&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;
&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Half-Life_1_Game_Events&amp;diff=9383</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=9383"/>
		<updated>2013-12-03T15:35:05Z</updated>

		<summary type="html">&lt;p&gt;DynamicBits: /* ScoreAttrib */ Added ModList, grammar&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;
*Type ''meta game'' in the server console to list messages for the current mod.&lt;br /&gt;
*Damaged Soul's [http://forums.alliedmods.net/showthread.php?p=66267 Message Logging plugin] for AMX Mod X can be used to log messages and their parameters on a live server.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= ADStop =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ADStop}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= AllowSpec =&lt;br /&gt;
{{ModList||cstrike|czero|gearbox|tfc}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
The same as BarTime, but StartPercent specifies how much of the bar is (already) filled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Display time can be calculated with this formula: ''(1 - (StartPercent / 100)) / Duration''}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|BarTime2|short, short}}&lt;br /&gt;
{{hl1msg|short|Duration}}&lt;br /&gt;
{{hl1msg|short|StartPercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Battery =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the icon and numerical armor value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message makes a player's money display flash rapidly, a total of BlinkAmt times.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when the bomb is dropped or planted by a player.&lt;br /&gt;
&lt;br /&gt;
The first three arguments are the origin of the dropped bomb. The last argument is set to 0 if the bomb was dropped due to voluntary dropping or death/disconnect. It is set to 1 if the bomb was planted, which will 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message just tells the clients that the bomb has been picked up. It will cause the dropped 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;
&lt;br /&gt;
{{begin-hl1msg|BombPickup}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= BotProgress =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when CZ's bots are learning a new map. It 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 for 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message creates a brass shell. Used, for example, by the AWP, after firing.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message forces the buy menu to close. This is not called when the player manually closes the buy menu; it's only called when the game forces them to do so (e.g. walking outside of the buy zone, getting 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;
&lt;br /&gt;
{{begin-hl1msg|BuyClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= CapMsg =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This displays a message like &amp;quot;Player captured the Allied plaza for the Axis&amp;quot;. An example PointName is ''POINT_CAEN_AXISPLAZA''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|CapMsg|byte, string, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|string|PointName}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ClCorpse =&lt;br /&gt;
{{ModList||cstrike|czero|dod}}&lt;br /&gt;
&lt;br /&gt;
This message 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 playback, which can be a 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;
{{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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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 crosshair looks not like the regular one, but like the one that is drawn in spectator mode.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical magazine ammo count and the 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 on Counter-Strike weapons.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message supplies certain updates to the player regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event does nothing in CS and CZ multiplayer.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message displays certain [[HUD]] elements regarding Condition Zero single-player 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;
{{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;
{{qnotice|The Type argument is case-sensitive.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This event has some limited functionality in CS and CZ multi-player (albeit better in CZ).}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player takes damage, to display the red locational indicators. The last three arguments are the origin of the damage inflicter or victim origin if inflicter isn't found. DamageType is a bitwise value which usually consists of a single bit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|To capture 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;
&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This event is 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;
It 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;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This message has different parameters depending upon the mod.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|KillerID may not always be a Player ID. It would be 0 if a player died from fall/acid/radiation/fire/etc damage/lack of oxygen or from touch to a &amp;quot;trigger_hurt&amp;quot; entity, in which cases TruncatedWeaponName will be &amp;quot;worldspawn&amp;quot; and &amp;quot;trigger_hurt&amp;quot; respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|For vehicle kills, TruncatedWeaponName could be &amp;quot;vehicle&amp;quot;, &amp;quot;tank&amp;quot;, etc.}}&lt;br /&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|string|TruncatedWeaponName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
== Counter-Strike ==&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;
{{qnotice|For a grenade kill, TruncatedWeaponName isn't &amp;quot;hegrenade&amp;quot;, but rather &amp;quot;grenade&amp;quot;, which is the actual classname of a thrown grenade.}}&amp;lt;br&amp;gt;&lt;br /&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;
== Day of Defeat ==&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|WeaponID}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= FlashBat =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flashlight battery charge on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|FlashBat|byte}}&lt;br /&gt;
{{hl1msg|byte|ChargePercentage}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Flashlight =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|Flashlight|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Flag}}&lt;br /&gt;
{{hl1msg|byte|ChargePercent}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Fog =&lt;br /&gt;
{{ModList||cstrike|czero|ns|svencoop}}&lt;br /&gt;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent whenever mp_forcecam or mp_forcechasecam are changed, with their new values passed. There is presumably a third CVar that this tracks, but which one is currently 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;
&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;
= Frags =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's kills, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Frags|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameMode =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message informs the client of the current game mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameMode|byte}}&lt;br /&gt;
{{hl1msg|byte|Game mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= GameTitle =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|GameTitle|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Geiger =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message signals the client to notify the player of the radiation level through special sound signals. Distance is the distance to the hazard area.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message updates the numerical health value on the [[HUD]].&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&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;
{{ModList||cstrike|czero|dod|}}&lt;br /&gt;
&lt;br /&gt;
This message is sent for HLTV and is 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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a blinking red dot on the CT players' radar when a hostage is killed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the blue mark on the CT players' radar which indicates the corresponding hostage's position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|It is called with Flag set to 1 on player [[HUD]] full update.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with small signs (like in HL)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextArgs =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|If you have problems specifying the last two arguments, use 1 and 0 respectively.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudTextArgs|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMessages}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|SubMsg}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= HudTextPro =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message prints [[HUD]] text.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Prints message with specified style in titles.txt with Big signs (CS Default)}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|HudText|string, byte, byte}}&lt;br /&gt;
{{hl1msg|string|TextCode}}&lt;br /&gt;
{{hl1msg|byte|InitHUDstyle}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|InitHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= InitObj =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message updates the flags (axis/allies/objective flags, not programming flags) displayed to the client when a point is captured.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|InitObj|byte,*,*}}&lt;br /&gt;
{{hl1msg|byte|TotalObjectives}}&lt;br /&gt;
{{hl1msg|Objective|...}}&lt;br /&gt;
{{hl1msg|...|}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
''TotalObjectives'' represents the number of ''Objective'' sub-messages that are present. Each ''Objective'' sub-message is in the following format:&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Objective|short, byte, byte, byte, byte, byte, byte, coord, coord}}&lt;br /&gt;
{{hl1msg|short|EntityID?}}&lt;br /&gt;
{{hl1msg|byte|ObjectiveID?}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{hl1msg|coord|CoordX?}}&lt;br /&gt;
{{hl1msg|coord|CoordY?}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
If a map has 5 objectives, this message will have 46 arguments (1 + 5 * 9).&lt;br /&gt;
&lt;br /&gt;
= ItemPickup =&lt;br /&gt;
{{ModList||cstrike|czero|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message temporarily draws a corresponding 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 dependent on the ''hud_drawhistory_time'' client CVar value.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message notifies the client 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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message is sent when a player changes zones on a map.&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Location|byte, string}}&lt;br /&gt;
{{hl1msg|byte|PlayerId}}&lt;br /&gt;
{{hl1msg|string|LocationName}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Money =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the amount of money on the [[HUD]]. If the Flag is 1, the amount of money added will also be displayed.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message displays the MOTD window.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Max. Text length is 60. A larger MOTD is sent in multiple messages. Flag will be set to 1 for the final segment.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message toggles night vision mode. For Flag: 1 is on, 0 is off.&amp;lt;br&amp;gt;&lt;br /&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;
= ObjScore =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message sets a player's score, as seen on the scoreboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ObjScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PClass =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PClass|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= PStatus =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|PStatus|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID?}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= Radar =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message draws/updates the dot on the [[HUD]] radar which indicates the given player position.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|This works for teammates only.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message tells the client which visual weather effect to be executed client side, if client's cl_weather CVar is above 0.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Main part of CBasePlayer::SendWeatherInfo() function that is sent in CBasePlayer :: UpdateClientData() when player offset m_fInitHUD is 1&amp;lt;br&amp;gt;&lt;br /&gt;
(right after putinserver or after fullupdate command)&amp;lt;br&amp;gt;&lt;br /&gt;
Mode: 1 is for rain effect, 2 is for snow effect&amp;lt;br&amp;gt;&lt;br /&gt;
Though mode 0 is never sent by the game itself, it removes the weather effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively send mode 1 and mode 2 with judicious delays (time for effect to disappear) to make both rain and snow effect}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReceiveW|byte}}&lt;br /&gt;
{{hl1msg|byte|Mode}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReloadSound =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message plays generic reload sounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 1 will play weapons/generic_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|Setting IsNotShotgun to 0 will play weapons/generic_shot_reload.wav}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReloadSound|byte, byte}}&lt;br /&gt;
{{hl1msg|byte|Volume * 255}}&lt;br /&gt;
{{hl1msg|byte|IsNotShotgun}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ReqState =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ReqState}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetHUD =&lt;br /&gt;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message 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;
&lt;br /&gt;
{{begin-hl1msg|ResetHUD}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ResetSens =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
This message resets the client's sensitivity?&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;
&lt;br /&gt;
{{begin-hl1msg|ResetSens}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= RoundTime =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the round timer on the [[HUD]]. Time is in seconds.&amp;lt;br&amp;gt;&lt;br /&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;
{{ModList||cstrike|czero|dod|dmc|gearbox|ns|ricochet|svencoop|tfc|valve}}&lt;br /&gt;
&lt;br /&gt;
This message prints say [[HUD]] text. The second argument can be a predefined string or a custom one. In the latter case, the last two arguments aren't required.&amp;lt;br&amp;gt;&lt;br /&gt;
Examples of predefined Counter-Strike string values include #Cstrike_Chat_AllDead and #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;
&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;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
If Active is 0, this display will be hidden. If Active is 1, this 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;
[[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|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;
{{qnotice|This works in both CS and CZ!}}&amp;lt;br&amp;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;
&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;
= Scope =&lt;br /&gt;
{{ModList||dod}}&lt;br /&gt;
&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|Scope|byte}}&lt;br /&gt;
{{hl1msg|byte|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ScoreAttrib =&lt;br /&gt;
{{ModList||cstrike|czero}}&lt;br /&gt;
&lt;br /&gt;
This message updates the scoreboard 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;
&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;
This message updates the scoreboard with the given player's Score and Deaths. In Counter-Strike, the score is based on the number of frags and the bomb detonating or being defused.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|In CS the 4th argument (ClassID) 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 indices constants list.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreInfo|byte, short, short, short, short}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&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;
= ScoreShort =&lt;br /&gt;
Specific to Day of Defeat?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This message updates a player's Score, Kills, and Deaths as seen on the scoreboard. This message is only sent for the victim.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{qnotice|The fifth argument was always 1 in my testing.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|ScoreShort|byte, short, short, short, byte}}&lt;br /&gt;
{{hl1msg|byte|PlayerID}}&lt;br /&gt;
{{hl1msg|short|Score}}&lt;br /&gt;
{{hl1msg|short|Kills}}&lt;br /&gt;
{{hl1msg|short|Deaths}}&lt;br /&gt;
{{hl1msg|short|Unknown}}&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;
&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;
&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;
&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;
&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;
&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 is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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 this usually is fired twice in a row.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
&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;
&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;
&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 scoreboard.&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;
&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;
== Day of Defeat ==&lt;br /&gt;
{{begin-hl1msg|TeamScore|byte, short}}&lt;br /&gt;
{{hl1msg|byte|TeamID}}&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;
&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 (neutral), 2 (slow speed), 3 (medium speed), 4 (maximum speed), 5 (reverse)}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorClose}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorLine =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorLine}}&lt;br /&gt;
{{hl1msg|short|Unknown1}}&lt;br /&gt;
{{hl1msg|short|Unknown2}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= TutorState =&lt;br /&gt;
{{qnotice|No Information is available for this message.}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorState }}&lt;br /&gt;
{{hl1msg|string|Unknown}}&lt;br /&gt;
{{end-hl1msg}}&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;
&lt;br /&gt;
{{qnotice|If NumberOfSubMsgs is higher than 0, there should be such amount of write_string after this byte.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|TutorMessageEventId is index as listed in czero/tutordata.txt and starts from 0}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|IsDead is the message receiver alive status}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 DEFAULT		1	// 1&amp;lt;&amp;lt;0 | GREEN  | INFO&lt;br /&gt;
 FRIENDDEATH	2	// 1&amp;lt;&amp;lt;1 | RED    | SKULL&lt;br /&gt;
 ENEMYDEATH	4	// 1&amp;lt;&amp;lt;2 | BLUE   | SKULL&lt;br /&gt;
 SCENARIO	8	// 1&amp;lt;&amp;lt;3 | YELLOW | INFO&lt;br /&gt;
 BUY		16	// 1&amp;lt;&amp;lt;4 | GREEN  | INFO&lt;br /&gt;
 CAREER		32	// 1&amp;lt;&amp;lt;5 | GREEN  | INFO&lt;br /&gt;
 HINT		64	// 1&amp;lt;&amp;lt;6 | GREEN  | INFO&lt;br /&gt;
 INGAMEHINT	128	// 1&amp;lt;&amp;lt;7 | GREEN  | INFO&lt;br /&gt;
 ENDGAME		256	// 1&amp;lt;&amp;lt;8 | YELLOW | INFO&lt;br /&gt;
&lt;br /&gt;
{{begin-hl1msg|TutorText|string, byte, short, short, short}}&lt;br /&gt;
{{hl1msg|string|String}}&lt;br /&gt;
{{hl1msg|byte|NumberOfSubMsgs}}&lt;br /&gt;
{{hl1msg|string|SubMessage}}&lt;br /&gt;
{{hl1msg|string|...}}&lt;br /&gt;
{{hl1msg|short|TutorMessageEventId}}&lt;br /&gt;
{{hl1msg|short|IsDead}}&lt;br /&gt;
{{hl1msg|short|Type}}&lt;br /&gt;
{{end-hl1msg}}&lt;br /&gt;
&lt;br /&gt;
= ViewMode =&lt;br /&gt;
{{qnotice|No Information is 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;
{{qnotice|This message has no arguments.}}&amp;lt;br&amp;gt;&lt;br /&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;
&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;
&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;
{{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;
&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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;
{{qnotice|Is fired right before weapon is picked up (notice ''&amp;quot;before&amp;quot;'').}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{qnotice|See [[CS Weapons Information]] for more information.}}&amp;lt;br&amp;gt;&lt;br /&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>DynamicBits</name></author>
		
	</entry>
</feed>