Difference between revisions of "Half-Life 1 Engine Messages"

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(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>
Line 73: Line 72:
  
 
= 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>
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= 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


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:
short YawAngleToAdd / ( 360 / 65536 )


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:
char Pitch
char Yaw


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:
string Text


SVC_DAMAGE

Note: Deprecated.

Name: SVC_DAMAGE
Structure:


SVC_DISCONNECT

Disconnect player with given reason.

Name: SVC_DISCONNECT
Structure:
string Reason


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:
string FileName


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:
string Text


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:
byte Mode


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:
byte index
string lightinfo


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:
1 bit Flag 1
5 bits PlayerID
12 bits Ping
7 bits Loss
... ...
1 bit Flag 0
n bits Align to byte with zero bits


SVC_RESOURCELOCATION

This message sends sv_downloadurl to client.

Name: SVC_RESOURCELOCATION
Structure:
string sv_downloadurl


SVC_ROOMTYPE

Set client room_type cvar to provided value.

Name: SVC_ROOMTYPE
Structure:
short Value


SVC_STUFFTEXT

Executes command on player.

Note: Works similar to client_cmd(index,const command[],any:...)

Name: SVC_STUFFTEXT
Structure:
string Command


SVC_TIMESCALE

Name: SVC_TIMESCALE
Structure:
float TimeScale


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:
string CodecName
byte Quality


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:
short AnglePitch
short AngleYaw
short AngleRoll


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:
byte IsPaused


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:
coord OriginX
coord OriginY
coord OriginZ
short SoundIndex
byte Volume * 255
byte Attenuation * 64
short EntityIndex
byte Flags


SVC_STOPSOUND

Stops an ambient sound.

Name: SVC_STOPSOUND
Structure:
short EntityIndex