Difference between revisions of "Half-Life 1 Engine Messages"
(→SVC_ADDANGLE) |
(Added SVC_SETANGLE) |
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= SVC_ADDANGLE = | = SVC_ADDANGLE = | ||
− | |||
Add an angle on the yaw axis of the current player's view angle.<br> | Add an angle on the yaw axis of the current player's view angle.<br> | ||
{{qnotice|When pev->fixangle is set to 2, this message is called to add pev->avelocity[1]}}<br> | {{qnotice|When pev->fixangle is set to 2, this message is called to add pev->avelocity[1]}}<br> | ||
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= SVC_CHOKE = | = SVC_CHOKE = | ||
− | |||
{{qnotice|This message has no arguments.}}<br> | {{qnotice|This message has no arguments.}}<br> | ||
Line 80: | Line 78: | ||
= SVC_CROSSHAIRANGLE = | = SVC_CROSSHAIRANGLE = | ||
− | |||
Adjusts the origin of player's weapons.<br> | Adjusts the origin of player's weapons.<br> | ||
{{qnotice|Pitch being the vertical axis and Yaw the horizontal one.}}<br> | {{qnotice|Pitch being the vertical axis and Yaw the horizontal one.}}<br> | ||
Line 102: | Line 99: | ||
= SVC_DAMAGE = | = SVC_DAMAGE = | ||
− | |||
{{qnotice|Deprecated. }}<br> | {{qnotice|Deprecated. }}<br> | ||
Line 269: | Line 265: | ||
{{hl1msg|string|CodecName}} | {{hl1msg|string|CodecName}} | ||
{{hl1msg|byte|Quality}} | {{hl1msg|byte|Quality}} | ||
+ | {{end-hl1msg}} | ||
+ | |||
+ | = SVC_SETANGLE = | ||
+ | Update immediately the client's view angles. | ||
+ | |||
+ | {{qnotice|When pev->fixangle is set 1, 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> | ||
+ | |||
+ | {{begin-hl1msg|SVC_SETANGLE}} | ||
+ | {{hl1msg|short|AnglePitch}} | ||
+ | {{hl1msg|short|AngleYaw}} | ||
+ | {{hl1msg|short|AngleRoll}} | ||
{{end-hl1msg}} | {{end-hl1msg}} | ||
Revision as of 09:17, 16 February 2011
//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_CHOKE
- 3 SVC_CROSSHAIRANGLE
- 4 SVC_CUTSCENE
- 5 SVC_DAMAGE
- 6 SVC_DISCONNECT
- 7 SVC_INTERMISSION
- 8 SVC_FILETXFERFAILED
- 9 SVC_FINALE
- 10 SVC_KILLEDMONSTER
- 11 SVC_FOUNDSECRET
- 12 SVC_HLTV
- 13 SVC_LIGHTSTYLE
- 14 SVC_PINGS
- 15 SVC_RESOURCELOCATION
- 16 SVC_ROOMTYPE
- 17 SVC_STUFFTEXT
- 18 SVC_TIMESCALE
- 19 SVC_VOICEINIT
- 20 SVC_SETANGLE
- 21 SVC_SETPAUSE
- 22 SVC_SPAWNSTATICSOUND
- 23 SVC_STOPSOUND
SVC_ADDANGLE
Add an angle on the yaw axis of the current player's view angle.
Note: When pev->fixangle is set to 2, this message is called to add pev->avelocity[1]
Note: The value needs to be divided by ( 360 / 65536 ).
Name: | SVC_ADDANGLE | ||
Structure: |
|
SVC_CHOKE
Note: This message has no arguments.
Name: | SVC_CHOKE | |
Structure: |
|
SVC_CROSSHAIRANGLE
Adjusts the origin of player's weapons.
Note: Pitch being the vertical axis and Yaw the horizontal one.
Note: Value can go between -128 to 127.
Note: Use 0 for both to get the default position.
Name: | SVC_CROSSHAIRANGLE | ||||
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.
Name: | SVC_DAMAGE | |
Structure: |
|
SVC_DISCONNECT
Disconnect player with given reason.
Name: | SVC_DISCONNECT | ||
Structure: |
|
SVC_INTERMISSION
Shows the intermission camera view
Note: Intermission mode 1.
Name: | SVC_INTERMISSION | |
Structure: |
|
SVC_FILETXFERFAILED
Send 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_KILLEDMONSTER
Note: Deprecated.
Name: | SVC_KILLEDMONSTER | |
Structure: |
|
SVC_FOUNDSECRET
Note: Deprecated.
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_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_PINGS
Contains ping, loss for several players.
Note: Flag is 1 - rest data contains PlayerID, Ping and Loss at least for 1 player.
Note: Flag is 0 - end of the message, skip remaining bits.
Note: ... - Flag + PlayerID + Ping + Loss - N times.
Name: | SVC_PINGS | ||||||||||||||
Structure: |
|
SVC_RESOURCELOCATION
This message sends sv_downloadurl to client.
Name: | SVC_RESOURCELOCATION | ||
Structure: |
|
SVC_ROOMTYPE
Set client room_type cvar to provided value.
Name: | SVC_ROOMTYPE | ||
Structure: |
|
SVC_STUFFTEXT
Executes command on player.
Note: Works similar to client_cmd(index,const command[],any:...)
Name: | SVC_STUFFTEXT | ||
Structure: |
|
SVC_TIMESCALE
Name: | SVC_TIMESCALE | ||
Structure: |
|
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 | ||||
Structure: |
|
SVC_SETANGLE
Update immediately the client's view angles.
Note: When pev->fixangle is set 1, this message is sent with the current player's pev->v_angle values.
Note: The provided angles need to be scaled by ( 65536 / 360 ).
Name: | SVC_SETANGLE | ||||||
Structure: |
|
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 | ||
Structure: |
|
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 | ||||||||||||||||
Structure: |
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SVC_STOPSOUND
Stops an ambient sound.
Name: | SVC_STOPSOUND | ||
Structure: |
|