Counter-Strike: Global Offensive UserMessages

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Counter-Strike: Global Offensive uses Google's ProtoBuffers instead of Valve's traditional UserMessages.

The data on this page was read from cstrike15_usermessages.proto which was provided by Valve.

Valve Copyright Notice

//====== Copyright (c) 2013, 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.
//
//=============================================================================

VGUIMenu

Name: SubKey
Structure:
string name
string str


Name: VGUIMenu
Structure:
string name
bool show
repeated SubKey subkeys


Geiger

Name: Geiger
Structure:
int32 range


Train

Name: Train
Structure:
int32 train


HudText

Name: HudText
Structure:
string text


SayText

Name: SayText
Structure:
int32 ent_idx
string text
bool chat
bool textallchat


SayText2

Name: SayText2
Structure:
int32 ent_idx
bool chat
string msg_name
repeated string params
bool textallchat


TextMsg

Name: TextMsg
Structure:
int32 msg_dst
repeated string params


HudMsg

Name: HudMsg
Structure:
int32 channel
CMsgVector2D pos
CMsgRGBA clr1
CMsgRGBA clr2
int32 effect
float fade_in_time
float fade_out_time
float hold_time
float fx_time
string text


Shake

Name: Shake
Structure:
int32 command
float local_amplitude
float frequency
float duration


Fade

Name: Fade
Structure:
int32 duration
int32 hold_time
int32 flags fade type (in / out)
CMsgRGBA clr


Rumble

Name: Rumble
Structure:
int32 index
int32 data
int32 flags


CloseCaption

Name: CloseCaption
Structure:
uint32 hash
int32 duration
bool from_player {{{3}}}


CloseCaptionDirect

Name: CloseCaptionDirect
Structure:
uint32 hash
int32 duration
bool from_player {{{3}}}


SendAudio

Name: SendAudio
Structure:
string radio_sound


RawAudio

Name: RawAudio
Structure:
int32 pitch
int32 ent_index
float duration
string voice_filename


VoiceMask

Name: PlayerMask
Structure:
int32 game_rules_mask
int32 ban_masks


Name: VoiceMask
Structure:
repeated PlayerMask player_masks
bool player_mod_enable


Damage

Name: Damage
Structure:
int32 amount
CMsgVector inflictor_world_pos


RadioText

Name: RadioText
Structure:
int32 msg_dst
int32 client
string msg_name
repeated string params


HintText

Name: HintText
Structure:
string text


KeyHintText

Name: KeyHintText
Structure:
string hints


ProcessSpottedEntityUpdate

Note: gurjeets - Message below is slightly bigger in size than the non-protobuf version, by around 8 bits.

Name: SpottedEntityUpdate
Structure:
int32 entity_idx
int32 class_id
int32 origin_x
int32 origin_y
int32 origin_z
int32 angle_y
bool defuser
bool player_has_defuser
bool player_has_c4


Name: ProcessSpottedEntityUpdate
Structure:
repeated SpottedEntityUpdate entity_updates