Difference between revisions of "Half-Life 1 Engine Messages"
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= SVC_ADDANGLE = | = SVC_ADDANGLE = | ||
Add an angle on the yaw axis of the current client's view angle.<br> | Add an angle on the yaw axis of the current client's view angle.<br> | ||
− | {{qnotice|When pev->fixangle is set to 2, this message is called | + | {{qnotice|When pev->fixangle is set to 2, this message is called with pev->avelocity[1] as a value.}}<br> |
− | {{qnotice|The value needs to be scaled by ( 65536 / 360 ).}} | + | {{qnotice|The value needs to be scaled by (65536 / 360).}} |
{{begin-hl1msg|SVC_ADDANGLE }} | {{begin-hl1msg|SVC_ADDANGLE }} | ||
Line 72: | Line 72: | ||
= SVC_CDTRACK = | = SVC_CDTRACK = | ||
− | Plays | + | Plays a Half-Life music.<br> |
− | {{qnotice|Track goes from 1 to 30.}}<br> | + | {{qnotice|Track number goes from 1 to 30.}}<br> |
− | {{qnotice|The | + | {{qnotice|The music files are located in valve/media/.}}<br> |
− | {{qnotice|The | + | {{qnotice|The ''LoopTrack'' param is unused but required.}} |
{{begin-hl1msg|SVC_CDTRACK }} | {{begin-hl1msg|SVC_CDTRACK }} | ||
{{hl1msg|byte|Track}} | {{hl1msg|byte|Track}} | ||
− | {{hl1msg|byte|LoopTrack | + | {{hl1msg|byte|LoopTrack}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 92: | Line 92: | ||
= SVC_CHOKE = | = SVC_CHOKE = | ||
+ | Notify the client that some outgoing datagrams were not transmitted due to exceeding bandwidth rate limits.<br> | ||
+ | |||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|SVC_CHOKE}} | {{begin-hl1msg|SVC_CHOKE}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_CLIENTDATA = | ||
+ | Contains information about the client state at the time of last server frame.<br> | ||
+ | Weapon data is also sent if the client is predicting weapon state changes.<br> | ||
+ | {{qnotice|''DeltaUpdateMask'' determines the frame which should be taken as a source for delta compression.}}<br> | ||
+ | {{qnotice|The length of ''WeaponIndex'' field is 5 on some outdated engines where MAX_WEAPON_DATA is set to 32.}}<br> | ||
+ | {{qnotice|If ''HasDelta'' is set to 0, ''DeltaUpdateMask'' should not be sent, and the client will not inherit previous data from any frame.}}<br> | ||
+ | {{qnotice|This message has its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_CLIENTDATA}} | ||
+ | {{hl1msg|1 bit|HasDelta}} | ||
+ | {{hl1msg|8 bits|DeltaUpdateMask}} | ||
+ | {{hl1msg|n bits|ClientData (delta-compressed clientdata_t)}} | ||
+ | {{hl1msg|1 bit|HasWeaponData}} | ||
+ | {{hl1msg|6 bits|WeaponIndex}} | ||
+ | {{hl1msg|n bits|WeaponData (delta-compressed weapon_data_t)}} | ||
+ | {{hl1msg|...|more weapon data if needed}} | ||
+ | {{hl1msg|1 bit|0 (signifies the end of weapon data)}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 108: | Line 130: | ||
{{hl1msg|char|PitchAngle * 5}} | {{hl1msg|char|PitchAngle * 5}} | ||
{{hl1msg|char|YawAngle * 5}} | {{hl1msg|char|YawAngle * 5}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_CUSTOMIZATION = | ||
+ | Notifies the client that a new customization is avaliable for download.<br> | ||
+ | |||
+ | {{qnotice|Sent for all active clients every time a new player finishes uploading its custom resources.}}<br> | ||
+ | {{qnotice|Also sent for this very client a number of times with information about the customizations of all other clients currently on the server.}}<br> | ||
+ | {{qnotice|''MD5Hash'' is sent only if Flags has the RES_CUSTOM (4) bit set.}}<br> | ||
+ | {{begin-hl1msg|SVC_CUSTOMIZATION}} | ||
+ | {{hl1msg|byte|PlayerIndex}} | ||
+ | {{hl1msg|byte|Type}} | ||
+ | {{hl1msg|string|Name}} | ||
+ | {{hl1msg|short|Index}} | ||
+ | {{hl1msg|long|DownloadSize}} | ||
+ | {{hl1msg|byte|Flags}} | ||
+ | {{hl1msg|16 bytes|MD5Hash}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 121: | Line 159: | ||
= SVC_DAMAGE = | = SVC_DAMAGE = | ||
− | {{qnotice|Deprecated. }}<br> | + | {{qnotice|Deprecated.}}<br> |
+ | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|SVC_DAMAGE}} | {{begin-hl1msg|SVC_DAMAGE}} | ||
Line 137: | Line 176: | ||
{{hl1msg|byte|PositionIndex}} | {{hl1msg|byte|PositionIndex}} | ||
{{hl1msg|string|DecalName}} | {{hl1msg|string|DecalName}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_DELTADESCRIPTION = | ||
+ | Synchronizes client delta descriptions with server ones. | ||
+ | |||
+ | {{qnotice|The descriptions are parsed from "delta.lst" once on server startup.}}<br> | ||
+ | {{qnotice|''Fields'' are delta-compressed too using the meta delta definition, which is identical both on the client and the server.}}<br> | ||
+ | {{qnotice|This message has some of its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_DELTADESCRIPTION}} | ||
+ | {{hl1msg|string|Name}} | ||
+ | {{hl1msg|16 bits|NumFields}} | ||
+ | {{hl1msg|n bits|Fields (delta-compressed)}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_DELTAPACKETENTITIES = | ||
+ | Contains information about the entity states, like origin, angles and such.<br> | ||
+ | This is the basic means of sending entity updates to the client. | ||
+ | |||
+ | {{qnotice|''UpdateMask'' determines the frame which should be taken as a source for delta compression.}}<br> | ||
+ | {{qnotice|Each entity can inherit itself in a number of ways:}}<br> | ||
+ | {{qnotice| - from a "null" state (no delta);}}<br> | ||
+ | {{qnotice| - from a previous entity in the message;}}<br> | ||
+ | {{qnotice| - from a "best" calculated baseline;}}<br> | ||
+ | {{qnotice| - from an instanced baseline set by the game library.}}<br> | ||
+ | {{qnotice|''NoDelta'' means there would be no delta information following the header.}}<br> | ||
+ | {{qnotice|Entity index can be short (6 bits) or long (11 bits). The short index is basically a difference between current and previous index.}}<br> | ||
+ | {{qnotice|If difference is 1, no index would be sent.}}<br> | ||
+ | {{qnotice|Compression is done using one of three encoders: entity_state_t, entity_state_player_t and custom_entity_state_t.}}<br> | ||
+ | {{qnotice|"Best" baseline is a baseline with the least amount of fields that were changed, and as such, the lesser network traffic.}}<br> | ||
+ | {{qnotice|This message has some of its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_DELTAPACKETENTITIES}} | ||
+ | {{hl1msg|short|NumberOfEntities}} | ||
+ | {{hl1msg|byte|UpdateMask}} | ||
+ | {{hl1msg|1 bit|NoDelta}} | ||
+ | {{hl1msg|1 bit|HasIndexDiff}} | ||
+ | {{hl1msg|] 6 bits|EntIndexDiff}} | ||
+ | {{hl1msg|] or|}} | ||
+ | {{hl1msg|] 11 bits|EntIndex}} | ||
+ | {{hl1msg|1 bit|CustomDelta}} | ||
+ | {{hl1msg|1 bit|HasInstancedBaseline}} | ||
+ | {{hl1msg|] 6 bits|InstancedIndex}} | ||
+ | {{hl1msg|1 bit|HasBestBaseline}} | ||
+ | {{hl1msg|] 6 bits|BestIndex}} | ||
+ | {{hl1msg|n bits|EntityState (delta-compressed)}} | ||
+ | {{hl1msg|...|repeat for any entities need to be updated}} | ||
+ | {{hl1msg|16 bits|0}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
= SVC_DISCONNECT = | = SVC_DISCONNECT = | ||
− | + | Disconnects a player with given reason. | |
{{begin-hl1msg|SVC_DISCONNECT}} | {{begin-hl1msg|SVC_DISCONNECT}} | ||
{{hl1msg|string|Reason}} | {{hl1msg|string|Reason}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_EVENT = | ||
+ | An event, defined by the game library, has recently occurred on the server. | ||
+ | |||
+ | {{qnotice|This message can be dropped if the client already has too much content in its unreliable buffer.}}<br> | ||
+ | {{qnotice|Events can be precached using pfnPrecacheEvent routine.}}<br> | ||
+ | {{qnotice|Events are queued and grouped together every frame, if there's any.}}<br> | ||
+ | {{qnotice|EventArgs are always inherited from "null" event args.}}<br> | ||
+ | {{qnotice|Only a max of 31 events can be queued and subsequently sent this way.}}<br> | ||
+ | {{qnotice|This message has its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_EVENT}} | ||
+ | {{hl1msg|5 bits|NumberOfEvents}} | ||
+ | {{hl1msg|10 bits|EventIndex}} | ||
+ | {{hl1msg|1 bit|HasEntsInPack}} | ||
+ | {{hl1msg|] 11 bits|PacketIndex}} | ||
+ | {{hl1msg|] 1 bit|HasEventArgs}} | ||
+ | {{hl1msg|] n bits|EventArgs (delta-compressed event_args_t)}} | ||
+ | {{hl1msg|1 bit|HasFireTime}} | ||
+ | {{hl1msg|] 16 bits|FireTime}} | ||
+ | {{hl1msg|...|more events if needed}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_EVENT_RELIABLE = | ||
+ | This message is simular to SVC_EVENT, but no queuing takes place, and the message can only hold one event. | ||
+ | |||
+ | {{qnotice|All events with FEV_RELIABLE flag set would be sent this way.}}<br> | ||
+ | {{qnotice|The message would be fragmented and sent separately if it overflows the client network channel.}}<br> | ||
+ | {{qnotice|EventArgs are always inherited from "null" event args.}}<br> | ||
+ | {{qnotice|This message has its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_EVENT_RELIABLE}} | ||
+ | {{hl1msg|10 bits|EventIndex}} | ||
+ | {{hl1msg|n bits|EventArgs (delta-compressed event_args_t)}} | ||
+ | {{hl1msg|1 bit|HasFireTime}} | ||
+ | {{hl1msg|] 16 bits|FireTime}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 167: | Line 295: | ||
= SVC_FOUNDSECRET = | = SVC_FOUNDSECRET = | ||
− | {{qnotice|Deprecated. }}<br> | + | {{qnotice|Deprecated.}}<br> |
+ | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|SVC_FOUNDSECRET}} | {{begin-hl1msg|SVC_FOUNDSECRET}} | ||
Line 196: | Line 325: | ||
= SVC_KILLEDMONSTER = | = SVC_KILLEDMONSTER = | ||
− | {{qnotice|Deprecated. }}<br> | + | {{qnotice|Deprecated.}}<br> |
+ | {{qnotice|This message has no arguments.}}<br> | ||
{{begin-hl1msg|SVC_KILLEDMONSTER}} | {{begin-hl1msg|SVC_KILLEDMONSTER}} | ||
Line 280: | Line 410: | ||
{{hl1msg|float|SkyVecZ}} | {{hl1msg|float|SkyVecZ}} | ||
{{hl1msg|string|SkyName}} | {{hl1msg|string|SkyName}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_NEWUSERMSG = | ||
+ | Registers a new user message on the client. | ||
+ | |||
+ | {{qnotice|Sent every time a new message is registered on the server, but most games do this only once on the map change or server startup.}}<br> | ||
+ | {{qnotice|''Name'' can be represented as an array of 4 "longs".}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_NEWUSERMSG}} | ||
+ | {{hl1msg|byte|Index}} | ||
+ | {{hl1msg|byte|Size}} | ||
+ | {{hl1msg|16 bits|Name}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_NOP = | ||
+ | Does absolutely nothing. | ||
+ | |||
+ | {{qnotice|Server pads outgoing messages with SVC_NOP if the total datagram size is lesser than 16.}}<br> | ||
+ | {{qnotice|This message has no arguments.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_NOP}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_PACKETENTITIES = | ||
+ | Contains information about the entity states, like origin, angles and such.<br> | ||
+ | This message is the same as SVC_DELTAPACKETENTITIES, only with UpdateMask field omitted. | ||
+ | |||
+ | {{qnotice|The delta compression still takes place, albeit from a "null" state.}}<br> | ||
+ | {{qnotice|This message has some of its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_PACKETENTITIES}} | ||
+ | {{hl1msg|short|NumberOfEntities}} | ||
+ | {{hl1msg|...|see SVC_DELTAPACKETENTITIES}} | ||
+ | {{hl1msg|16 bits|0}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 304: | Line 469: | ||
= SVC_PINGS = | = SVC_PINGS = | ||
− | Contains ping | + | Contains ping and loss values for a number of players. |
− | {{qnotice| | + | {{qnotice|Current server builds send this message every once in a frame, resulting in lots of unnecessary network overhead. This happens due to a bug in SV_ShouldUpdatePing routine; it can be observed by typing ''cl_messages'' in the console after some time playing on a server.}}<br> |
− | + | {{qnotice|This message has its arguments in bit-packed form.}}<br> | |
− | {{qnotice| | ||
{{begin-hl1msg|SVC_PINGS}} | {{begin-hl1msg|SVC_PINGS}} | ||
− | {{hl1msg|1 bit| | + | {{hl1msg|1 bit|1}} |
{{hl1msg|5 bits|PlayerID}} | {{hl1msg|5 bits|PlayerID}} | ||
{{hl1msg|12 bits|Ping}} | {{hl1msg|12 bits|Ping}} | ||
{{hl1msg|7 bits|Loss}} | {{hl1msg|7 bits|Loss}} | ||
− | {{hl1msg|...| | + | {{hl1msg|...|repeat for as many players as needed}} |
− | {{hl1msg|1 bit| | + | {{hl1msg|1 bit|0}} |
− | {{hl1msg|n bits| | + | {{hl1msg|n bits|alignment to byte boundary}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 327: | Line 491: | ||
{{begin-hl1msg|SVC_PRINT}} | {{begin-hl1msg|SVC_PRINT}} | ||
{{hl1msg|string|Message}} | {{hl1msg|string|Message}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_RESOURCELIST = | ||
+ | This message contains all the resources provided by the server for clients to download. Consistency info can also be included. | ||
+ | |||
+ | {{qnotice|''MD5Hash'' is sent only if ''Flags'' has the RES_CUSTOM (4) bit set.}}<br> | ||
+ | {{qnotice|Outgoing ''Flags'' field can only include RES_FATALIFMISSING and RES_WASMISSING.}}<br> | ||
+ | {{qnotice|If ''ExtraInfo'' is empty, it is not sent, and ''HasExtraInfo'' must be equal to 0.}}<br> | ||
+ | {{qnotice|Otherwise, ''ExtraInfo'' can include a FORCE_TYPE variable and allowed min/max size for models.}}<br> | ||
+ | {{qnotice|Consistency info is not sent in any of these cases:}}<br> | ||
+ | {{qnotice| - mp_consistency is set to 0;}}<br> | ||
+ | {{qnotice| - the current game mode is singleplayer, or it is a listen server;}}<br> | ||
+ | {{qnotice| - there were no calls to ForceUnmodified before sending the resource list;}}<br> | ||
+ | {{qnotice| - the receiving client is a HLTV proxy.}}<br> | ||
+ | {{qnotice|Every resource with RES_CHECKFILE would be included in consistency list.}}<br> | ||
+ | {{qnotice|The consistency index can be short or long. Short index is a difference between current and last index.}}<br> | ||
+ | {{qnotice|This message has its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_RESOURCELIST}} | ||
+ | {{hl1msg|12 bits|NumResources}} | ||
+ | {{hl1msg|4 bits|Type}} | ||
+ | {{hl1msg|n bits|Name}} | ||
+ | {{hl1msg|12 bits|Index}} | ||
+ | {{hl1msg|24 bits|DownloadSize}} | ||
+ | {{hl1msg|3 bits|Flags}} | ||
+ | {{hl1msg|128 bits|MD5Hash}} | ||
+ | {{hl1msg|1 bit|HasExtraInfo}} | ||
+ | {{hl1msg|] 256 bits|ExtraInfo}} | ||
+ | {{hl1msg|...|repeat for NumResources}} | ||
+ | {{hl1msg|1 bit|HasConsistency}} | ||
+ | {{hl1msg|] 1 bit|1}} | ||
+ | {{hl1msg|] 1 bit|IsShortIndex}} | ||
+ | {{hl1msg|] 5 bits|Index}} | ||
+ | {{hl1msg|] or|}} | ||
+ | {{hl1msg|] 10 bits|Index}} | ||
+ | {{hl1msg|] ...|repeat for all resources with RES_CHECKFILE flag set}} | ||
+ | {{hl1msg|] 1 bit|0}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 334: | Line 536: | ||
{{begin-hl1msg|SVC_RESOURCELOCATION}} | {{begin-hl1msg|SVC_RESOURCELOCATION}} | ||
{{hl1msg|string|sv_downloadurl}} | {{hl1msg|string|sv_downloadurl}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_RESOURCEREQUEST = | ||
+ | Allows the client to send its own resource list (CLC_RESOURCELIST). | ||
+ | |||
+ | {{begin-hl1msg|SVC_RESOURCEREQUEST}} | ||
+ | {{hl1msg|long|SpawnCount}} | ||
+ | {{hl1msg|long|0}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_RESTORE = | ||
+ | Maintains a global transition table for the saved game. | ||
+ | |||
+ | {{qnotice|Sent only if a save file is being played, and a new client connects to the server.}}<br> | ||
+ | {{qnotice|HLTV clients can't connect to a saved game, and subsequently they can't receive this message.}}<br> | ||
+ | {{qnotice|SaveName is formatted like: "SAVE/(map name).HL2".}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_RESTORE}} | ||
+ | {{hl1msg|string|SaveName}} | ||
+ | {{hl1msg|byte|MapCount}} | ||
+ | {{hl1msg| string|MapName}} | ||
+ | {{hl1msg| ...|repeat for MapCount times}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 373: | Line 597: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | = | + | = SVC_SENDCVARVALUE = |
− | + | Request a cvar value from a connected client. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | {{qnotice|This message is considered obsolete, since it provides no option to differentiate between various cvar queries.}}<br> | |
− | {{ | + | {{qnotice|After the client has successfully responded, the server calls pfnCvarValue function in the game library.}}<br> |
− | {{ | ||
− | |||
− | + | {{begin-hl1msg|SVC_SENDCVARVALUE}} | |
− | {{begin-hl1msg| | + | {{hl1msg|string|Name}} |
− | |||
− | {{hl1msg| | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | = | + | = SVC_SENDCVARVALUE2 = |
− | + | Request a cvar value from a connected client. | |
− | {{qnotice| | + | {{qnotice|RequestID is provided to be able to distinguish cvar queries between each other.}}<br> |
− | {{qnotice| | + | {{qnotice|After the client has successfully responded, the server calls pfnCvarValue2 function in the game library.}}<br> |
− | {{begin-hl1msg| | + | {{begin-hl1msg|SVC_SENDCVARVALUE2}} |
− | {{hl1msg| | + | {{hl1msg|long|RequestID}} |
− | {{hl1msg| | + | {{hl1msg|string|Name}} |
{{end-hl1msg}} | {{end-hl1msg}} | ||
= SVC_SENDEXTRAINFO = | = SVC_SENDEXTRAINFO = | ||
− | Sends some extra | + | Sends some extra information regarding the server. |
− | {{qnotice|This message is sent at player's connection | + | {{qnotice|This message is sent at player's connection right after SVC_SERVERINFO.}}<br> |
{{qnotice|The sv_cheats cvar will be set on the client with the value provided.}}<br> | {{qnotice|The sv_cheats cvar will be set on the client with the value provided.}}<br> | ||
− | {{qnotice|It appears | + | {{qnotice|It appears ''FallbackDir'' is always null.}}<br> |
− | |||
{{begin-hl1msg|SVC_SENDEXTRAINFO}} | {{begin-hl1msg|SVC_SENDEXTRAINFO}} | ||
{{hl1msg|string|FallbackDir}} | {{hl1msg|string|FallbackDir}} | ||
{{hl1msg|byte|CanCheat}} | {{hl1msg|byte|CanCheat}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SERVERINFO = | ||
+ | Contains information about the server. | ||
+ | |||
+ | {{qnotice|''SpawnCount'' is the number of times the server has changed its map.}}<br> | ||
+ | {{qnotice|''MapFileName'' contains full map name relatively to the root directory, like ''maps/de_dust2.bsp''.}}<br> | ||
+ | {{qnotice|Contents of "mapcyclefile" are copied into ''Mapcycle'' string, allowing up to 8 KB of data.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_SERVERINFO}} | ||
+ | {{hl1msg|long|Protocol}} | ||
+ | {{hl1msg|long|SpawnCount}} | ||
+ | {{hl1msg|long|MapCRC}} | ||
+ | {{hl1msg|16 bytes|ClientDLLHash}} | ||
+ | {{hl1msg|byte|MaxPlayers}} | ||
+ | {{hl1msg|byte|PlayerIndex}} | ||
+ | {{hl1msg|byte|IsDeathmatch}} | ||
+ | {{hl1msg|string|GameDir}} | ||
+ | {{hl1msg|string|Hostname}} | ||
+ | {{hl1msg|string|MapFileName}} | ||
+ | {{hl1msg|string|Mapcycle}} | ||
+ | {{hl1msg|byte|0}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 429: | Line 655: | ||
Update immediately the client's view angles. | Update immediately the client's view angles. | ||
− | {{qnotice|When pev->fixangle is set | + | {{qnotice|When pev->fixangle is set to a value other than 0 or 2, this message is sent with the current player's pev->v_angle values.}}<br> |
− | {{qnotice|The provided angles need to be scaled by ( 65536 / 360 ).}}<br> | + | {{qnotice|This message is also sent during the client connection process, but with ''AngleRoll'' always set to 0.}}<br> |
+ | {{qnotice|The provided angles need to be scaled by (65536 / 360).}}<br> | ||
{{begin-hl1msg|SVC_SETANGLE}} | {{begin-hl1msg|SVC_SETANGLE}} | ||
Line 446: | Line 673: | ||
{{begin-hl1msg|SVC_SETPAUSE}} | {{begin-hl1msg|SVC_SETPAUSE}} | ||
{{hl1msg|byte|IsPaused}} | {{hl1msg|byte|IsPaused}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SETVIEW = | ||
+ | Attaches a player's view to an entity. | ||
+ | |||
+ | {{qnotice|Called from pfnSetView. The same as attach_view() native. }}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_SETVIEW}} | ||
+ | {{hl1msg|short|EntityIndex}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SIGNONNUM = | ||
+ | Called just after client_putinserver. Signals the client that the server has marked it as "active". | ||
+ | |||
+ | {{begin-hl1msg|SVC_SIGNONNUM}} | ||
+ | {{hl1msg|byte|1}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SOUND = | ||
+ | Plays a sound file on the client. | ||
+ | |||
+ | {{qnotice|The sound index can be short or long. If the index can fit in a single byte, the short variant is used, otherwise SND_LONG_INDEX bit (4) is included in ''Flags'' and 16 bits would be used for ''SoundIndex'' variable.}}<br> | ||
+ | {{qnotice|This message has its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_SOUND}} | ||
+ | {{hl1msg|9 bits|Flags}} | ||
+ | {{hl1msg|8 bits|Volume * 255 (flags&1)}} | ||
+ | {{hl1msg|8 bits|Attenuation * 64 (flags&2)}} | ||
+ | {{hl1msg|3 bits|Channel}} | ||
+ | {{hl1msg|11 bits|EntityIndex}} | ||
+ | {{hl1msg|] 16 bits|SoundIndex (flags&4)}} | ||
+ | {{hl1msg|] or|}} | ||
+ | {{hl1msg|] 8 bits|SoundIndex !(flags&4)}} | ||
+ | {{hl1msg|n bits|Origin}} | ||
+ | {{hl1msg|8 bits|Pitch (flags&8)}} | ||
+ | {{hl1msg|n bits|alignment to byte boundary}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SOUNDFADE = | ||
+ | Updates client side sound fade.<br> | ||
+ | It's used to modulate sound volume on the client.<br> | ||
+ | Such functionality is part of a main function where the purpose would be to update sound subsystem and cd audio. | ||
+ | |||
+ | {{qnotice|EngFunc_FadeClientVolume sends that message to client.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_SOUNDFADE}} | ||
+ | {{hl1msg|byte|InitialPercent}} | ||
+ | {{hl1msg|byte|HoldTime}} | ||
+ | {{hl1msg|byte|FadeOutTime}} | ||
+ | {{hl1msg|byte|FadeInTime}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SPAWNBASELINE = | ||
+ | Creates a baseline for future referencing. | ||
+ | |||
+ | {{qnotice|This message can hold more than one baseline.}}<br> | ||
+ | {{qnotice|Delta-compressed fields are inherited from a "null" value.}}<br> | ||
+ | {{qnotice|Engine baselines are sent first; they are formed from all eligible entities at the moment of map startup.}}<br> | ||
+ | {{qnotice|GameDLL baselines are sent after engine ones. They are formed at the same time, but a game library can manually define them in CreateInstancedBaseline calls.}}<br> | ||
+ | {{qnotice|There is no limit how many baselines can be sent. However, only 63 game baselines can be created by a game library, and ''NumInstanced'' can only hold 6 bits.}}<br> | ||
+ | {{qnotice|This message has its arguments in bit-packed form.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_SPAWNBASELINE}} | ||
+ | {{hl1msg|] 11 bits|EntityIndex}} | ||
+ | {{hl1msg|] 2 bits|EntityType}} | ||
+ | {{hl1msg|] n bits|EntityState (delta-compressed)}} | ||
+ | {{hl1msg|] ...|repeat for every eligible entity}} | ||
+ | {{hl1msg|16 bits|65535}} | ||
+ | {{hl1msg|6 bits|NumInstanced}} | ||
+ | {{hl1msg|] n bits|EntityState (delta-compressed)}} | ||
+ | {{hl1msg|] ...|repeat for all instanced baselines}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SPAWNSTATIC = | ||
+ | Marks an entity as "static", so that it can be freed from server memory. | ||
+ | |||
+ | {{qnotice|''RenderAmt'', ''RenderColor'' and ''RenderFX'' are sent only if ''RenderMode'' does not equal to 0.}}<br> | ||
+ | {{qnotice|''ColorMap'' and ''Skin'' fields are deprecated; they can be set to 0.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_SPAWNSTATIC}} | ||
+ | {{hl1msg|short|ModelIndex}} | ||
+ | {{hl1msg|byte|Sequence}} | ||
+ | {{hl1msg|byte|Frame}} | ||
+ | {{hl1msg|short|ColorMap}} | ||
+ | {{hl1msg|byte|Skin}} | ||
+ | {{hl1msg|coord|OriginX}} | ||
+ | {{hl1msg|angle|AngleX}} | ||
+ | {{hl1msg|coord|OriginY}} | ||
+ | {{hl1msg|angle|AngleY}} | ||
+ | {{hl1msg|coord|OriginZ}} | ||
+ | {{hl1msg|angle|AngleZ}} | ||
+ | {{hl1msg|byte|RenderMode}} | ||
+ | {{hl1msg|] byte|RenderAmt}} | ||
+ | {{hl1msg|] byte|RenderColorR}} | ||
+ | {{hl1msg|] byte|RenderColorG}} | ||
+ | {{hl1msg|] byte|RenderColorB}} | ||
+ | {{hl1msg|] byte|RenderFX}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 454: | Line 778: | ||
The sound can be spawned either from a fixed position or from an entity.<br> | The sound can be spawned either from a fixed position or from an entity.<br> | ||
− | {{qnotice|To use it on a fixed position, provide a valid origin and set EntityIndex with 0.}}<br> | + | {{qnotice|To use it on a fixed position, provide a valid origin and set ''EntityIndex'' with 0.}}<br> |
− | {{qnotice|To use it from an entity, so position is updated, provide a valid EntityIndex and set Origin with a null vector.}}<br> | + | {{qnotice|To use it from an entity, so position is updated, provide a valid ''EntityIndex'' and set ''Origin'' with a null vector.}}<br> |
{{qnotice|To stop a sound with SVC_STOPSOUND, a valid EntityIndex is needed.}}<br> | {{qnotice|To stop a sound with SVC_STOPSOUND, a valid EntityIndex is needed.}}<br> | ||
− | {{qnotice|Volume has to be scaled by 255 and Attenuation by 64.}}<br> | + | {{qnotice|''Volume'' has to be scaled by 255 and ''Attenuation'' by 64.}}<br> |
{{qnotice|Use SND_SENTENCE (1<<4) as flag for sentence sounds. }}<br> | {{qnotice|Use SND_SENTENCE (1<<4) as flag for sentence sounds. }}<br> | ||
{{qnotice|It can be sent to one player.}}<br> | {{qnotice|It can be sent to one player.}}<br> | ||
Line 469: | Line 793: | ||
{{hl1msg|byte|Attenuation * 64}} | {{hl1msg|byte|Attenuation * 64}} | ||
{{hl1msg|short|EntityIndex}} | {{hl1msg|short|EntityIndex}} | ||
+ | {{hl1msg|byte|Pitch}} | ||
{{hl1msg|byte|Flags}} | {{hl1msg|byte|Flags}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 479: | Line 804: | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
− | = | + | = SVC_STUFFTEXT = |
− | + | Executes command on player. | |
− | + | ||
− | + | {{qnotice|This message is sent by client_cmd(index,const command[],any:...) }}<br> | |
− | {{begin-hl1msg| | + | {{begin-hl1msg|SVC_STUFFTEXT}} |
− | {{hl1msg| | + | {{hl1msg|string|Command}} |
− | |||
− | |||
− | |||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 497: | Line 819: | ||
{{hl1msg|byte|[[Temp_Entity_Events_(Half-Life_1)|MessageIndex]]}} | {{hl1msg|byte|[[Temp_Entity_Events_(Half-Life_1)|MessageIndex]]}} | ||
{{hl1msg|...|...}} | {{hl1msg|...|...}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_TIME = | ||
+ | Notifies clients about the current server time. | ||
+ | |||
+ | {{qnotice|This message is sent every frame by the server.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_TIME}} | ||
+ | {{hl1msg|float|Time}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_TIMESCALE = | ||
+ | |||
+ | {{begin-hl1msg|SVC_TIMESCALE}} | ||
+ | {{hl1msg|float|TimeScale}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_UPDATEUSERINFO = | ||
+ | Contains information about a particular client. | ||
+ | See following posts for more details : https://forums.alliedmods.net/showthread.php?p=1995516#post1995516 | ||
+ | |||
+ | {{qnotice|This message is sent at a number of times:}}<br> | ||
+ | {{qnotice| - at the moment of client activation (during the connection);}}<br> | ||
+ | {{qnotice| - at the moment of disconnection with ClientUserInfo set to "";}}<br> | ||
+ | {{qnotice| - using "fullupdate" command or having impulse #204 set in incoming move packets;}}<br> | ||
+ | {{qnotice| - if the userinfo was changed, but only once per second for a single client.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_UPDATEUSERINFO}} | ||
+ | {{hl1msg|byte|ClientIndex}} | ||
+ | {{hl1msg|long|ClientUserID}} | ||
+ | {{hl1msg|string|ClientUserInfo}} | ||
+ | {{hl1msg|16 bytes|ClientCDKeyHash}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Line 502: | Line 856: | ||
Disconnects the client and sends a message to the console if the number passed doesn't match the current server protocol version.<br> | Disconnects the client and sends a message to the console if the number passed doesn't match the current server protocol version.<br> | ||
− | {{qnotice|Message type sent : "CL_Parse_Version: Server is protocol %i instead of %i\n".}} | + | {{qnotice|Message type sent: "CL_Parse_Version: Server is protocol %i instead of %i\n".}}<br> |
+ | {{qnotice|This message seems to be unused.}}<br> | ||
{{begin-hl1msg|SVC_VERSION}} | {{begin-hl1msg|SVC_VERSION}} | ||
{{hl1msg|long|ProtocolVersion}} | {{hl1msg|long|ProtocolVersion}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_VOICEDATA = | ||
+ | Contains compressed voice data. | ||
+ | |||
+ | {{qnotice|Size can be no higher than 4096.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_VOICEDATA}} | ||
+ | {{hl1msg|byte|PlayerIndex}} | ||
+ | {{hl1msg|short|Size}} | ||
+ | {{hl1msg|"Size" bytes|Data}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_VOICEINIT = | ||
+ | Sends sv_voicecodec and sv_voicequality cvars to client. | ||
+ | |||
+ | {{qnotice|Codec name either voice_miles or voice_speex.}}<br> | ||
+ | {{qnotice|Quality 1 to 5.}}<br> | ||
+ | |||
+ | {{begin-hl1msg|SVC_VOICEINIT}} | ||
+ | {{hl1msg|string|CodecName}} | ||
+ | {{hl1msg|byte|Quality}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Latest revision as of 23:03, 12 July 2022
//SVC_BAD 0 SVC_NOP 1 SVC_DISCONNECT 2 SVC_EVENT 3 SVC_VERSION 4 SVC_SETVIEW 5 SVC_SOUND 6 SVC_TIME 7 SVC_PRINT 8 SVC_STUFFTEXT 9 SVC_SETANGLE 10 SVC_SERVERINFO 11 SVC_LIGHTSTYLE 12 SVC_UPDATEUSERINFO 13 SVC_DELTADESCRIPTION 14 SVC_CLIENTDATA 15 SVC_STOPSOUND 16 SVC_PINGS 17 SVC_PARTICLE 18 SVC_DAMAGE 19 SVC_SPAWNSTATIC 20 SVC_EVENT_RELIABLE 21 SVC_SPAWNBASELINE 22 SVC_TEMPENTITY 23 SVC_SETPAUSE 24 SVC_SIGNONNUM 25 SVC_CENTERPRINT 26 SVC_KILLEDMONSTER 27 SVC_FOUNDSECRET 28 SVC_SPAWNSTATICSOUND 29 SVC_INTERMISSION 30 SVC_FINALE 31 SVC_CDTRACK 32 SVC_RESTORE 33 SVC_CUTSCENE 34 SVC_WEAPONANIM 35 SVC_DECALNAME 36 SVC_ROOMTYPE 37 SVC_ADDANGLE 38 SVC_NEWUSERMSG 39 SVC_PACKETENTITIES 40 SVC_DELTAPACKETENTITIES 41 SVC_CHOKE 42 SVC_RESOURCELIST 43 SVC_NEWMOVEVARS 44 SVC_RESOURCEREQUEST 45 SVC_CUSTOMIZATION 46 SVC_CROSSHAIRANGLE 47 SVC_SOUNDFADE 48 SVC_FILETXFERFAILED 49 SVC_HLTV 50 SVC_DIRECTOR 51 SVC_VOICEINIT 52 SVC_VOICEDATA 53 SVC_SENDEXTRAINFO 54 SVC_TIMESCALE 55 SVC_RESOURCELOCATION 56 SVC_SENDCVARVALUE 57 SVC_SENDCVARVALUE2 58
Contents
- 1 SVC_ADDANGLE
- 2 SVC_CDTRACK
- 3 SVC_CENTERPRINT
- 4 SVC_CHOKE
- 5 SVC_CLIENTDATA
- 6 SVC_CROSSHAIRANGLE
- 7 SVC_CUSTOMIZATION
- 8 SVC_CUTSCENE
- 9 SVC_DAMAGE
- 10 SVC_DECALNAME
- 11 SVC_DELTADESCRIPTION
- 12 SVC_DELTAPACKETENTITIES
- 13 SVC_DISCONNECT
- 14 SVC_EVENT
- 15 SVC_EVENT_RELIABLE
- 16 SVC_FILETXFERFAILED
- 17 SVC_FINALE
- 18 SVC_FOUNDSECRET
- 19 SVC_HLTV
- 20 SVC_INTERMISSION
- 21 SVC_KILLEDMONSTER
- 22 SVC_LIGHTSTYLE
- 23 SVC_NEWMOVEVARS
- 24 SVC_NEWUSERMSG
- 25 SVC_NOP
- 26 SVC_PACKETENTITIES
- 27 SVC_PARTICLE
- 28 SVC_PINGS
- 29 SVC_PRINT
- 30 SVC_RESOURCELIST
- 31 SVC_RESOURCELOCATION
- 32 SVC_RESOURCEREQUEST
- 33 SVC_RESTORE
- 34 SVC_ROOMTYPE
- 35 SVC_SENDCVARVALUE
- 36 SVC_SENDCVARVALUE2
- 37 SVC_SENDEXTRAINFO
- 38 SVC_SERVERINFO
- 39 SVC_SETANGLE
- 40 SVC_SETPAUSE
- 41 SVC_SETVIEW
- 42 SVC_SIGNONNUM
- 43 SVC_SOUND
- 44 SVC_SOUNDFADE
- 45 SVC_SPAWNBASELINE
- 46 SVC_SPAWNSTATIC
- 47 SVC_SPAWNSTATICSOUND
- 48 SVC_STOPSOUND
- 49 SVC_STUFFTEXT
- 50 SVC_TEMPENTITY
- 51 SVC_TIME
- 52 SVC_TIMESCALE
- 53 SVC_UPDATEUSERINFO
- 54 SVC_VERSION
- 55 SVC_VOICEDATA
- 56 SVC_VOICEINIT
- 57 SVC_WEAPONANIM
SVC_ADDANGLE
Add an angle on the yaw axis of the current client's view angle.
Note: When pev->fixangle is set to 2, this message is called with pev->avelocity[1] as a value.
Note: The value needs to be scaled by (65536 / 360).
Name: | SVC_ADDANGLE | ||
Structure: |
|
SVC_CDTRACK
Plays a Half-Life music.
Note: Track number goes from 1 to 30.
Note: The music files are located in valve/media/.
Note: The LoopTrack param is unused but required.
Name: | SVC_CDTRACK | ||||
Structure: |
|
SVC_CENTERPRINT
Sends a centered message.
Note: Called from pfnClientPrintf with print_center as type.
Name: | SVC_CENTERPRINT | ||
Structure: |
|
SVC_CHOKE
Notify the client that some outgoing datagrams were not transmitted due to exceeding bandwidth rate limits.
Note: This message has no arguments.
Name: | SVC_CHOKE | |
Structure: |
|
SVC_CLIENTDATA
Contains information about the client state at the time of last server frame.
Weapon data is also sent if the client is predicting weapon state changes.
Note: DeltaUpdateMask determines the frame which should be taken as a source for delta compression.
Note: The length of WeaponIndex field is 5 on some outdated engines where MAX_WEAPON_DATA is set to 32.
Note: If HasDelta is set to 0, DeltaUpdateMask should not be sent, and the client will not inherit previous data from any frame.
Note: This message has its arguments in bit-packed form.
Name: | SVC_CLIENTDATA | ||||||||||||||||||
Structure: |
|
SVC_CROSSHAIRANGLE
Adjusts the weapon's crosshair angle.
Basically, the weapon position on the player's view can have a different origin.
Note: Called by pfnCrosshairAngle. So, the same as EngFunc_CrosshairAngle.
Note: If you use the engine call, no need to scale by 5.
Note: Use 0 for both to get the default position.
Name: | SVC_CROSSHAIRANGLE | ||||
Structure: |
|
SVC_CUSTOMIZATION
Notifies the client that a new customization is avaliable for download.
Note: Sent for all active clients every time a new player finishes uploading its custom resources.
Note: Also sent for this very client a number of times with information about the customizations of all other clients currently on the server.
Note: MD5Hash is sent only if Flags has the RES_CUSTOM (4) bit set.
Name: | SVC_CUSTOMIZATION | ||||||||||||||
Structure: |
|
SVC_CUTSCENE
Shows the intermission camera view, and writes-out text passed in first parameter.
Note: Intermission mode 3.
Note: This text will keep showing on clients in future intermissions.
Name: | SVC_CUTSCENE | ||
Structure: |
|
SVC_DAMAGE
Note: Deprecated.
Note: This message has no arguments.
Name: | SVC_DAMAGE | |
Structure: |
|
SVC_DECALNAME
Allows to set, into the client's decals array and at specific position index (0->511), a decal name.
E.g: let's say you send a message to set a decal "{break" at index 200.
As result, when a message TE_ will be used to show a decal at index 200, we will see "{break".
Note: If there is already an existing decal at the provided index, it will be overwritten.
Note: It appears we can play only with decals from decals.wad.
Name: | SVC_DECALNAME | ||||
Structure: |
|
SVC_DELTADESCRIPTION
Synchronizes client delta descriptions with server ones.
Note: The descriptions are parsed from "delta.lst" once on server startup.
Note: Fields are delta-compressed too using the meta delta definition, which is identical both on the client and the server.
Note: This message has some of its arguments in bit-packed form.
Name: | SVC_DELTADESCRIPTION | ||||||||
Structure: |
|
SVC_DELTAPACKETENTITIES
Contains information about the entity states, like origin, angles and such.
This is the basic means of sending entity updates to the client.
Note: UpdateMask determines the frame which should be taken as a source for delta compression.
Note: Each entity can inherit itself in a number of ways:
Note: - from a "null" state (no delta);
Note: - from a previous entity in the message;
Note: - from a "best" calculated baseline;
Note: - from an instanced baseline set by the game library.
Note: NoDelta means there would be no delta information following the header.
Note: Entity index can be short (6 bits) or long (11 bits). The short index is basically a difference between current and previous index.
Note: If difference is 1, no index would be sent.
Note: Compression is done using one of three encoders: entity_state_t, entity_state_player_t and custom_entity_state_t.
Note: "Best" baseline is a baseline with the least amount of fields that were changed, and as such, the lesser network traffic.
Note: This message has some of its arguments in bit-packed form.
Name: | SVC_DELTAPACKETENTITIES | ||||||||||||||||||||||||||||||||
Structure: |
|
SVC_DISCONNECT
Disconnects a player with given reason.
Name: | SVC_DISCONNECT | ||
Structure: |
|
SVC_EVENT
An event, defined by the game library, has recently occurred on the server.
Note: This message can be dropped if the client already has too much content in its unreliable buffer.
Note: Events can be precached using pfnPrecacheEvent routine.
Note: Events are queued and grouped together every frame, if there's any.
Note: EventArgs are always inherited from "null" event args.
Note: Only a max of 31 events can be queued and subsequently sent this way.
Note: This message has its arguments in bit-packed form.
Name: | SVC_EVENT | ||||||||||||||||||||
Structure: |
|
SVC_EVENT_RELIABLE
This message is simular to SVC_EVENT, but no queuing takes place, and the message can only hold one event.
Note: All events with FEV_RELIABLE flag set would be sent this way.
Note: The message would be fragmented and sent separately if it overflows the client network channel.
Note: EventArgs are always inherited from "null" event args.
Note: This message has its arguments in bit-packed form.
Name: | SVC_EVENT_RELIABLE | ||||||||||
Structure: |
|
SVC_FILETXFERFAILED
Sends a message to the client's console telling what file has failed to be transfered.
Note: The message type is : "Error: server failed to transmit file 'FileName'""
Name: | SVC_FILETXFERFAILED | ||
Structure: |
|
SVC_FINALE
Shows the intermission camera view, and writes-out text passed in first parameter.
Note: Intermission mode 2.
Note: This text will keep showing on clients in future intermissions.
Name: | SVC_FINALE | ||
Structure: |
|
SVC_FOUNDSECRET
Note: Deprecated.
Note: This message has no arguments.
Name: | SVC_FOUNDSECRET | |
Structure: |
|
SVC_HLTV
Tells client about current spectator mode.
As found in hltv.h: #define HLTV_ACTIVE 0 // tells client that he's an spectator and will get director commands #define HLTV_STATUS 1 // send status infos about proxy #define HLTV_LISTEN 2 // tell client to listen to a multicast stream
Name: | SVC_HLTV | ||
Structure: |
|
SVC_INTERMISSION
Shows the intermission camera view
Note: Intermission mode 1.
Note: This message has no arguments.
Name: | SVC_INTERMISSION | |
Structure: |
|
SVC_KILLEDMONSTER
Note: Deprecated.
Note: This message has no arguments.
Name: | SVC_KILLEDMONSTER | |
Structure: |
|
SVC_LIGHTSTYLE
Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
Note: Server send 64 lightstyles to client during client connect. Most of them has empty light info. All of them could be found in world.cpp
// 0 normal LIGHT_STYLE(0, "m"); // 1 FLICKER (first variety) LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE LIGHT_STYLE(4, "mamamamamama"); // 5 GENTLE PULSE 1 LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) LIGHT_STYLE(6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) LIGHT_STYLE(9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER LIGHT_STYLE(10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // 12 UNDERWATER LIGHT MUTATION // this light only distorts the lightmap - no contribution // is made to the brightness of affected surfaces LIGHT_STYLE(12, "mmnnmmnnnmmnn"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing LIGHT_STYLE(63, "a");
Name: | SVC_LIGHTSTYLE | ||||
Structure: |
|
SVC_NEWMOVEVARS
Updates client's movevars.
Note: This message is sent on client's connect and when any change is detected between the current server movevars and server cvars values.
Note: If there is a change, the value of server cvars are copied into the server movevars, then the message is sent to all players using the server movevars.
Name: | SVC_NEWMOVEVARS | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Structure: |
|
SVC_NEWUSERMSG
Registers a new user message on the client.
Note: Sent every time a new message is registered on the server, but most games do this only once on the map change or server startup.
Note: Name can be represented as an array of 4 "longs".
Name: | SVC_NEWUSERMSG | ||||||
Structure: |
|
SVC_NOP
Does absolutely nothing.
Note: Server pads outgoing messages with SVC_NOP if the total datagram size is lesser than 16.
Note: This message has no arguments.
Name: | SVC_NOP | |
Structure: |
|
SVC_PACKETENTITIES
Contains information about the entity states, like origin, angles and such.
This message is the same as SVC_DELTAPACKETENTITIES, only with UpdateMask field omitted.
Note: The delta compression still takes place, albeit from a "null" state.
Note: This message has some of its arguments in bit-packed form.
Name: | SVC_PACKETENTITIES | ||||||||
Structure: |
|
SVC_PARTICLE
Shows a particle effect.
Note: Called from pfnParticleEffect. So, the same as EngFunc_ParticleEffect.
Note: The direction has to be a value between -128 to 127, after the scale operation.
Note: You don't need to scaled by 16 if you use the engine call.
Note: Color is an index from the palette attached at right.
Name: | SVC_PARTICLE | ||||||||||||||||
Structure: |
|
SVC_PINGS
Contains ping and loss values for a number of players.
Note: Current server builds send this message every once in a frame, resulting in lots of unnecessary network overhead. This happens due to a bug in SV_ShouldUpdatePing routine; it can be observed by typing cl_messages in the console after some time playing on a server.
Note: This message has its arguments in bit-packed form.
Name: | SVC_PINGS | ||||||||||||||
Structure: |
|
SVC_PRINT
Sends a message to the client's console.
Note: Called from pfnClientPrintf with print_console or print_notify as type.
Name: | SVC_PRINT | ||
Structure: |
|
SVC_RESOURCELIST
This message contains all the resources provided by the server for clients to download. Consistency info can also be included.
Note: MD5Hash is sent only if Flags has the RES_CUSTOM (4) bit set.
Note: Outgoing Flags field can only include RES_FATALIFMISSING and RES_WASMISSING.
Note: If ExtraInfo is empty, it is not sent, and HasExtraInfo must be equal to 0.
Note: Otherwise, ExtraInfo can include a FORCE_TYPE variable and allowed min/max size for models.
Note: Consistency info is not sent in any of these cases:
Note: - mp_consistency is set to 0;
Note: - the current game mode is singleplayer, or it is a listen server;
Note: - there were no calls to ForceUnmodified before sending the resource list;
Note: - the receiving client is a HLTV proxy.
Note: Every resource with RES_CHECKFILE would be included in consistency list.
Note: The consistency index can be short or long. Short index is a difference between current and last index.
Note: This message has its arguments in bit-packed form.
Name: | SVC_RESOURCELIST | ||||||||||||||||||||||||||||||||||||||
Structure: |
|
SVC_RESOURCELOCATION
This message sends sv_downloadurl to client.
Name: | SVC_RESOURCELOCATION | ||
Structure: |
|
SVC_RESOURCEREQUEST
Allows the client to send its own resource list (CLC_RESOURCELIST).
Name: | SVC_RESOURCEREQUEST | ||||
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SVC_RESTORE
Maintains a global transition table for the saved game.
Note: Sent only if a save file is being played, and a new client connects to the server.
Note: HLTV clients can't connect to a saved game, and subsequently they can't receive this message.
Note: SaveName is formatted like: "SAVE/(map name).HL2".
Name: | SVC_RESTORE | ||||||||
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SVC_ROOMTYPE
Sets client room_type cvar to provided value.
0 = Normal (off) 1 = Generic 2 = Metal Small 3 = Metal Medium 4 = Metal Large 5 = Tunnel Small 6 = Tunnel Medium 7 = Tunnel Large 8 = Chamber Small 9 = Chamber Medium 10 = Chamber Large 11 = Bright Small 12 = Bright Medium 13 = Bright Large 14 = Water 1 15 = Water 2 16 = Water 3 17 = Concrete Small 18 = Concrete Medium 19 = Concrete Large 20 = Big 1 21 = Big 2 22 = Big 3 23 = Cavern Small 24 = Cavern Medium 25 = Cavern Large 26 = Weirdo 1 27 = Weirdo 2 28 = Weirdo 3
Name: | SVC_ROOMTYPE | ||
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SVC_SENDCVARVALUE
Request a cvar value from a connected client.
Note: This message is considered obsolete, since it provides no option to differentiate between various cvar queries.
Note: After the client has successfully responded, the server calls pfnCvarValue function in the game library.
Name: | SVC_SENDCVARVALUE | ||
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SVC_SENDCVARVALUE2
Request a cvar value from a connected client.
Note: RequestID is provided to be able to distinguish cvar queries between each other.
Note: After the client has successfully responded, the server calls pfnCvarValue2 function in the game library.
Name: | SVC_SENDCVARVALUE2 | ||||
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SVC_SENDEXTRAINFO
Sends some extra information regarding the server.
Note: This message is sent at player's connection right after SVC_SERVERINFO.
Note: The sv_cheats cvar will be set on the client with the value provided.
Note: It appears FallbackDir is always null.
Name: | SVC_SENDEXTRAINFO | ||||
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SVC_SERVERINFO
Contains information about the server.
Note: SpawnCount is the number of times the server has changed its map.
Note: MapFileName contains full map name relatively to the root directory, like maps/de_dust2.bsp.
Note: Contents of "mapcyclefile" are copied into Mapcycle string, allowing up to 8 KB of data.
Name: | SVC_SERVERINFO | ||||||||||||||||||||||||
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SVC_SETANGLE
Update immediately the client's view angles.
Note: When pev->fixangle is set to a value other than 0 or 2, this message is sent with the current player's pev->v_angle values.
Note: This message is also sent during the client connection process, but with AngleRoll always set to 0.
Note: The provided angles need to be scaled by (65536 / 360).
Name: | SVC_SETANGLE | ||||||
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SVC_SETPAUSE
Puts client to a pause.
Note: If server is not paused, commands and packets from client are still sent, that means that client still can shoot/buy/etc...
Note: IsPaused: 1 - for pause, 0 - for unpause.
Name: | SVC_SETPAUSE | ||
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SVC_SETVIEW
Attaches a player's view to an entity.
Note: Called from pfnSetView. The same as attach_view() native.
Name: | SVC_SETVIEW | ||
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SVC_SIGNONNUM
Called just after client_putinserver. Signals the client that the server has marked it as "active".
Name: | SVC_SIGNONNUM | ||
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SVC_SOUND
Plays a sound file on the client.
Note: The sound index can be short or long. If the index can fit in a single byte, the short variant is used, otherwise SND_LONG_INDEX bit (4) is included in Flags and 16 bits would be used for SoundIndex variable.
Note: This message has its arguments in bit-packed form.
Name: | SVC_SOUND | ||||||||||||||||||||||
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SVC_SOUNDFADE
Updates client side sound fade.
It's used to modulate sound volume on the client.
Such functionality is part of a main function where the purpose would be to update sound subsystem and cd audio.
Note: EngFunc_FadeClientVolume sends that message to client.
Name: | SVC_SOUNDFADE | ||||||||
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SVC_SPAWNBASELINE
Creates a baseline for future referencing.
Note: This message can hold more than one baseline.
Note: Delta-compressed fields are inherited from a "null" value.
Note: Engine baselines are sent first; they are formed from all eligible entities at the moment of map startup.
Note: GameDLL baselines are sent after engine ones. They are formed at the same time, but a game library can manually define them in CreateInstancedBaseline calls.
Note: There is no limit how many baselines can be sent. However, only 63 game baselines can be created by a game library, and NumInstanced can only hold 6 bits.
Note: This message has its arguments in bit-packed form.
Name: | SVC_SPAWNBASELINE | ||||||||||||||||
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SVC_SPAWNSTATIC
Marks an entity as "static", so that it can be freed from server memory.
Note: RenderAmt, RenderColor and RenderFX are sent only if RenderMode does not equal to 0.
Note: ColorMap and Skin fields are deprecated; they can be set to 0.
Name: | SVC_SPAWNSTATIC | ||||||||||||||||||||||||||||||||||
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SVC_SPAWNSTATICSOUND
Start playback of a sound, loaded into the static portion of the channel array.
This should be used for looping ambient sounds, looping sounds that should not non-creature sentences, and one-shot ambient streaming sounds.
It can also play 'regular' sounds one-shot, in case designers want to trigger regular game sounds.
The sound can be spawned either from a fixed position or from an entity.
Note: To use it on a fixed position, provide a valid origin and set EntityIndex with 0.
Note: To use it from an entity, so position is updated, provide a valid EntityIndex and set Origin with a null vector.
Note: To stop a sound with SVC_STOPSOUND, a valid EntityIndex is needed.
Note: Volume has to be scaled by 255 and Attenuation by 64.
Note: Use SND_SENTENCE (1<<4) as flag for sentence sounds.
Note: It can be sent to one player.
Name: | SVC_SPAWNSTATICSOUND | ||||||||||||||||||
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SVC_STOPSOUND
Stops an ambient sound.
Name: | SVC_STOPSOUND | ||
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SVC_STUFFTEXT
Executes command on player.
Note: This message is sent by client_cmd(index,const command[],any:...)
Name: | SVC_STUFFTEXT | ||
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SVC_TEMPENTITY
Creates a temp entity.
Name: | SVC_TEMPENTITY | ||||
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SVC_TIME
Notifies clients about the current server time.
Note: This message is sent every frame by the server.
Name: | SVC_TIME | ||
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SVC_TIMESCALE
Name: | SVC_TIMESCALE | ||
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SVC_UPDATEUSERINFO
Contains information about a particular client. See following posts for more details : https://forums.alliedmods.net/showthread.php?p=1995516#post1995516
Note: This message is sent at a number of times:
Note: - at the moment of client activation (during the connection);
Note: - at the moment of disconnection with ClientUserInfo set to "";
Note: - using "fullupdate" command or having impulse #204 set in incoming move packets;
Note: - if the userinfo was changed, but only once per second for a single client.
Name: | SVC_UPDATEUSERINFO | ||||||||
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SVC_VERSION
Disconnects the client and sends a message to the console if the number passed doesn't match the current server protocol version.
Note: Message type sent: "CL_Parse_Version: Server is protocol %i instead of %i\n".
Note: This message seems to be unused.
Name: | SVC_VERSION | ||
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SVC_VOICEDATA
Contains compressed voice data.
Note: Size can be no higher than 4096.
Name: | SVC_VOICEDATA | ||||||
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SVC_VOICEINIT
Sends sv_voicecodec and sv_voicequality cvars to client.
Note: Codec name either voice_miles or voice_speex.
Note: Quality 1 to 5.
Name: | SVC_VOICEINIT | ||||
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SVC_WEAPONANIM
Plays a weapon sequence.
Name: | SVC_WEAPONANIM | ||||
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