DOTA 2 UserMessages

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Revision as of 04:35, 14 May 2013 by Mcpan313 (talk | contribs) (fix dota_usermessages.proto link)
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DOTA 2 uses Google's Protocol Buffers instead of Valve's traditional UserMessages.

The data on this page was read from dota_usermessages.proto. The initial versions of these files were provided by Valve and updated by the AlliedModders staff.

//====== Copyright (c) 2012, Valve Corporation, All rights reserved. ========//
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
// THE POSSIBILITY OF SUCH DAMAGE.
//===========================================================================//
//
// Purpose: The file defines our Google Protocol Buffers which are used in over
// the wire messages for the Source engine.
//
//=============================================================================

AchievementEvent

Name: AchievementEvent
Structure:
int32 achievement


CloseCaption

Name: CloseCaption
Structure:
fixed32 hash
float duration
bool from_player


CurrentTimescale

Name: CurrentTimescale
Structure:
float current


DesiredTimescale

Name: DesiredTimescale
Structure:
float desired
float duration
uint32 interpolator
float start_blend_time


Fade

Note: fade HUD in/out

Name: Fade
Structure:
uint32 duration
uint32 hold_time
uint32 flags
fixed32 color


Shake

Name: Shake
Structure:
uint32 command
float amplitude
float frequency
float duration


ShakeDir

Name: ShakeDir
Structure:
Shake shake
Vector direction


Tilt

Name: Tilt
Structure:
uint32 command
bool ease_in_out
vector angle
float duration
float time


SayText

Name: SayText
Structure:
uint32 client
string text
bool chat


SayText2

Name: SayText2
Structure:
uint32 client
bool chat
string format
string prefix
string text
string location


HudMsg

Name: HudMsg
Structure:
uint32 channel
float x
float y
uint32 color1
uint32 color2
uint32 effect
float fade_in_time
float fade_out_time
float hold_time
float fx_time
string message


HudText

Name: HudText
Structure:
string message


TextMsg

Name: TextMsg
Structure:
uint32 dest
repeated string params


GameTitle

Name: GameTitle
Structure:


ResetHud

Name: ResetHud
Structure:


SendAudio

Name: SendAudio
Structure:
bool stop
string name


VoiceMask

Name: VoiceMask
Structure:
repeated int32 audible_players_mask
bool player_mod_enable


RequestState

Name: RequestState
Structure:


HintText

Name: HintText
Structure:
string message


KeyHintText

Name: KeyHintText
Structure:
string messages


StatsCrawlMsg

Name: StatsCrawlMsg
Structure:


StatsSkipState

Name: StatsSkipState
Structure:
int32 num_skips
int32 num_players


VoiceSubtitle

Name: VoiceSubtitle
Structure:
int32 ent_index
int32 menu
int32 item


VGUIMenu

Name: Keys
Structure:
string name
string value


Name: VGUIMenu
Structure:
string name
bool show
repeated Keys keys


Geiger

Name: Geiger
Structure:
int32 range


Rumble

Name: Rumble
Structure:
int32 index
int32 data
int32 flags


Train

Name: Train
Structure:
int32 train


SayTextChannel

Name: SayTextChannel
Structure:
int32 player
int32 channel
string text


MessageText

Name: MessageText
Structure:
uint32 color
string text