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| − | This is just a dump of some stuff for now, needs a complete revamp later.
| + | #REDIRECT [[Game_UserMessages_(Source)]] |
| − | Here's a topic on the subject as well: https://forums.alliedmods.net/showthread.php?t=80256
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| − | | |
| − | === Counter-Strike: Source User Messages ===
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| − | List obtained by using 'meta game' in the console
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| − | | |
| − | User Messages: Name Index Size
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| − | Geiger 0 1
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| − | Train 1 1
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| − | HudText 2 -1
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| − | SayText 3 -1
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| − | SayText2 4 -1
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| − | TextMsg 5 -1
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| − | HudMsg 6 -1
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| − | ResetHUD 7 1
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| − | GameTitle 8 0
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| − | ItemPickup 9 -1
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| − | ShowMenu 10 -1
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| − | Shake 11 13
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| − | Fade 12 10
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| − | VGUIMenu 13 -1
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| − | CloseCaption 14 7
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| − | SendAudio 15 -1
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| − | RawAudio 16 -1
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| − | VoiceMask 17 17
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| − | RequestState 18 0
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| − | BarTime 19 -1
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| − | Damage 20 -1
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| − | RadioText 21 -1
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| − | HintText 22 -1
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| − | ReloadEffect 23 2
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| − | PlayerAnimEvent 24 -1
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| − | AmmoDenied 25 2
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| − | UpdateRadar 26 -1
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| − | KillCam 27 -1
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| − | 28 user messages in total
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| − | | |
| − | === Fade Flags ===
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| − | These may not be correct...
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| − | | |
| − | FFADE_IN 0x0001 // Just here so we don't pass 0 into the function
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| − | FFADE_OUT 0x0002 // Fade out (not in)
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| − | FFADE_MODULATE 0x0004 // Modulate (don't blend)
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| − | FFADE_STAYOUT 0x0008 // ignores the duration, stays faded out until new ScreenFade message received
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| − | FFADE_PURGE 0x0010 // Purges all other fades, replacing them with this one
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| − | | |
| − | === Fade Function ===
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| − | Example Fade function (be sure to define the Fade Flags!)
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| − | | |
| − | This Fades the clients screen to a specified color, and stays until you reset the color to {0,0,0,0}
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| − | | |
| − | To modify it to Fade the screen for a certain amount of time, remove the STAYOUT flag, and pass a value to "fade & hold"
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| − | PerformFade(target, 500, {0, 128, 255, 51})
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| − | | |
| − | PerformFade(client, duration, const color[4]) {
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| − | new Handle:hFadeClient=StartMessageOne("Fade",client)
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| − | BfWriteShort(hFadeClient,duration) // FIXED 16 bit, with SCREENFADE_FRACBITS fractional, seconds duration
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| − | BfWriteShort(hFadeClient,0) // FIXED 16 bit, with SCREENFADE_FRACBITS fractional, seconds duration until reset (fade & hold)
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| − | BfWriteShort(hFadeClient,(FFADE_PURGE|FFADE_OUT|FFADE_STAYOUT)) // fade type (in / out)
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| − | BfWriteByte(hFadeClient,color[0]) // fade red
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| − | BfWriteByte(hFadeClient,color[1]) // fade green
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| − | BfWriteByte(hFadeClient,color[2]) // fade blue
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| − | BfWriteByte(hFadeClient,color[3]) // fade alpha
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| − | EndMessage()
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| − | }
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| − | | |
| − | === HudMsg Function ===
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| − | This does not work in CS:S.
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| − | | |
| − | This Draws a text Message to a specified players screen. This is just for educational purposes and there is a much easier way of doing this with native functions here: http://docs.sourcemod.net/api/index.php?fastload=show&id=846& & http://docs.sourcemod.net/api/index.php?fastload=show&id=842&
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| − | | |
| − | PerformHudMsg(client, "This is a Test")
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| − | | |
| − | PerformHudMsg(client, const String:szMsg[]) {
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| − | new Handle:hBf = StartMessageOne("HudMsg", client)
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| − | BfWriteByte(hBf, 3) //channel
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| − | BfWriteFloat(hBf, 0.0); // x ( -1 = center )
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| − | BfWriteFloat(hBf, -1); // y ( -1 = center )
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| − | // second color
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| − | BfWriteByte(hBf, 0); //r1
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| − | BfWriteByte(hBf, 0); //g1
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| − | BfWriteByte(hBf, 255); //b1
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| − | BfWriteByte(hBf, 255); //a1 // transparent?
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| − | // init color
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| − | BfWriteByte(hBf, 255); //r2
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| − | BfWriteByte(hBf, 0); //g2
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| − | BfWriteByte(hBf, 0); //b2
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| − | BfWriteByte(hBf, 255); //a2
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| − | BfWriteByte(hBf, 0); //effect (0 is fade in/fade out; 1 is flickery credits; 2 is write out)
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| − | BfWriteFloat(hBf, 1.0); //fadeinTime (message fade in time - per character in effect 2)
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| − | BfWriteFloat(hBf, 1.0); //fadeoutTime
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| − | BfWriteFloat(hBf, 15.0); //holdtime
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| − | BfWriteFloat(hBf, 5.0); //fxtime (effect type(2) used)
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| − | BfWriteString(hBf, szMsg); //Message
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| − | EndMessage();
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| − | }
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