Constants

message_const.inc

amxmodx 1.8.2 hg65

MSG_BROADCAST

MSG_BROADCAST
#define	MSG_BROADCAST               0        // Unreliable to all

MSG_ONE

MSG_ONE
#define	MSG_ONE                     1        // Reliable to one (msg_entity)

MSG_ALL

MSG_ALL
#define	MSG_ALL                     2        // Reliable to all

MSG_INIT

MSG_INIT
#define	MSG_INIT                    3        // Write to the init string

MSG_PVS

MSG_PVS
#define MSG_PVS                     4        // Ents in PVS of org

MSG_PAS

MSG_PAS
#define MSG_PAS                     5        // Ents in PAS of org

MSG_PVS_R

MSG_PVS_R
#define MSG_PVS_R                   6        // Reliable to PVS

MSG_PAS_R

MSG_PAS_R
#define MSG_PAS_R                   7        // Reliable to PAS

MSG_ONE_UNRELIABLE

MSG_ONE_UNRELIABLE
#define MSG_ONE_UNRELIABLE          8        // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)

MSG_SPEC

MSG_SPEC
#define	MSG_SPEC                    9        // Sends to all spectator proxies

SVC_NOP

SVC_NOP
#define SVC_NOP						1

SVC_DISCONNECT

SVC_DISCONNECT
#define SVC_DISCONNECT				2

SVC_EVENT

SVC_EVENT
#define SVC_EVENT					3

SVC_VERSION

SVC_VERSION
#define SVC_VERSION					4

SVC_SETVIEW

SVC_SETVIEW
#define SVC_SETVIEW					5

SVC_SOUND

SVC_SOUND
#define SVC_SOUND					6

SVC_TIME

SVC_TIME
#define SVC_TIME					7

SVC_PRINT

SVC_PRINT
#define SVC_PRINT					8

SVC_STUFFTEXT

SVC_STUFFTEXT
#define SVC_STUFFTEXT				9

SVC_SETANGLE

SVC_SETANGLE
#define SVC_SETANGLE				10

SVC_SERVERINFO

SVC_SERVERINFO
#define SVC_SERVERINFO				11

SVC_LIGHTSTYLE

SVC_LIGHTSTYLE
#define SVC_LIGHTSTYLE				12

SVC_UPDATEUSERINFO

SVC_UPDATEUSERINFO
#define SVC_UPDATEUSERINFO			13

SVC_DELTADESCRIPTION

SVC_DELTADESCRIPTION
#define SVC_DELTADESCRIPTION		14

SVC_CLIENTDATA

SVC_CLIENTDATA
#define SVC_CLIENTDATA				15

SVC_STOPSOUND

SVC_STOPSOUND
#define SVC_STOPSOUND				16

SVC_PINGS

SVC_PINGS
#define SVC_PINGS					17

SVC_PARTICLE

SVC_PARTICLE
#define SVC_PARTICLE				18

SVC_DAMAGE

SVC_DAMAGE
#define SVC_DAMAGE					19

SVC_SPAWNSTATIC

SVC_SPAWNSTATIC
#define SVC_SPAWNSTATIC				20

SVC_EVENT_RELIABLE

SVC_EVENT_RELIABLE
#define SVC_EVENT_RELIABLE			21

SVC_SPAWNBASELINE

SVC_SPAWNBASELINE
#define SVC_SPAWNBASELINE			22

SVC_TEMPENTITY

SVC_TEMPENTITY
#define SVC_TEMPENTITY				23

SVC_SETPAUSE

SVC_SETPAUSE
#define SVC_SETPAUSE				24

SVC_SIGNONNUM

SVC_SIGNONNUM
#define SVC_SIGNONNUM				25

SVC_CENTERPRINT

SVC_CENTERPRINT
#define SVC_CENTERPRINT				26

SVC_KILLEDMONSTER

SVC_KILLEDMONSTER
#define SVC_KILLEDMONSTER			27

SVC_FOUNDSECRET

SVC_FOUNDSECRET
#define SVC_FOUNDSECRET				28

SVC_SPAWNSTATICSOUND

SVC_SPAWNSTATICSOUND
#define SVC_SPAWNSTATICSOUND		29

SVC_INTERMISSION

SVC_INTERMISSION
#define SVC_INTERMISSION			30

SVC_FINALE

SVC_FINALE
#define SVC_FINALE					31

SVC_CDTRACK

SVC_CDTRACK
#define SVC_CDTRACK					32

SVC_RESTORE

SVC_RESTORE
#define SVC_RESTORE					33

SVC_CUTSCENE

SVC_CUTSCENE
#define SVC_CUTSCENE				34

SVC_WEAPONANIM

SVC_WEAPONANIM
#define SVC_WEAPONANIM				35

SVC_DECALNAME

SVC_DECALNAME
#define SVC_DECALNAME				36

SVC_ROOMTYPE

SVC_ROOMTYPE
#define SVC_ROOMTYPE				37

SVC_ADDANGLE

SVC_ADDANGLE
#define SVC_ADDANGLE				38

SVC_NEWUSERMSG

SVC_NEWUSERMSG
#define SVC_NEWUSERMSG				39

SVC_PACKETENTITIES

SVC_PACKETENTITIES
#define SVC_PACKETENTITIES			40

SVC_DELTAPACKETENTITIES

SVC_DELTAPACKETENTITIES
#define SVC_DELTAPACKETENTITIES		41

SVC_CHOKE

SVC_CHOKE
#define SVC_CHOKE					42

SVC_RESOURCELIST

SVC_RESOURCELIST
#define SVC_RESOURCELIST			43

SVC_NEWMOVEVARS

SVC_NEWMOVEVARS
#define SVC_NEWMOVEVARS				44

SVC_RESOURCEREQUEST

SVC_RESOURCEREQUEST
#define SVC_RESOURCEREQUEST			45

SVC_CUSTOMIZATION

SVC_CUSTOMIZATION
#define SVC_CUSTOMIZATION			46

SVC_CROSSHAIRANGLE

SVC_CROSSHAIRANGLE
#define SVC_CROSSHAIRANGLE			47

SVC_SOUNDFADE

SVC_SOUNDFADE
#define SVC_SOUNDFADE				48

SVC_FILETXFERFAILED

SVC_FILETXFERFAILED
#define SVC_FILETXFERFAILED			49

SVC_HLTV

SVC_HLTV
#define SVC_HLTV					50

SVC_DIRECTOR

SVC_DIRECTOR
#define SVC_DIRECTOR				51

SVC_VOICEINIT

SVC_VOICEINIT
#define SVC_VOICEINIT				52

SVC_VOICEDATA

SVC_VOICEDATA
#define SVC_VOICEDATA				53

SVC_SENDEXTRAINFO

SVC_SENDEXTRAINFO
#define SVC_SENDEXTRAINFO			54

SVC_TIMESCALE

SVC_TIMESCALE
#define SVC_TIMESCALE				55

BLOCK_NOT

BLOCK_NOT
#define BLOCK_NOT                   0

BLOCK_ONCE

BLOCK_ONCE
#define BLOCK_ONCE                  1

BLOCK_SET

BLOCK_SET
#define BLOCK_SET                   2

Used with get_msg_argtype() and set_msg_arg_

enum
{
	ARG_BYTE = 1,       /* int */
	ARG_CHAR,           /* int */
	ARG_SHORT,          /* int */
	ARG_LONG,           /* int */
	ARG_ANGLE,          /* float */
	ARG_COORD,          /* float */
	ARG_STRING,         /* string */
	ARG_ENTITY,         /* int */
};

TE_BEAMPOINTS

TE_BEAMPOINTS
#define	TE_BEAMPOINTS               0        // Beam effect between two points

TE_BEAMENTPOINT

TE_BEAMENTPOINT
#define	TE_BEAMENTPOINT             1        // Beam effect between point and entity

TE_GUNSHOT

TE_GUNSHOT
#define	TE_GUNSHOT                  2        // Particle effect plus ricochet sound

TE_EXPLOSION

TE_EXPLOSION
#define	TE_EXPLOSION                3        // Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps

TE_EXPLFLAG_NONE

TE_EXPLFLAG_NONE
#define TE_EXPLFLAG_NONE            0        // All flags clear makes default Half-Life explosion

TE_EXPLFLAG_NOADDITIVE

TE_EXPLFLAG_NOADDITIVE
#define TE_EXPLFLAG_NOADDITIVE      1        // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)

TE_EXPLFLAG_NODLIGHTS

TE_EXPLFLAG_NODLIGHTS
#define TE_EXPLFLAG_NODLIGHTS       2        // Do not render dynamic lights

TE_EXPLFLAG_NOSOUND

TE_EXPLFLAG_NOSOUND
#define TE_EXPLFLAG_NOSOUND         4        // Do not play client explosion sound

TE_EXPLFLAG_NOPARTICLES

TE_EXPLFLAG_NOPARTICLES
#define TE_EXPLFLAG_NOPARTICLES     8        // Do not draw particles

TE_TAREXPLOSION

TE_TAREXPLOSION
#define	TE_TAREXPLOSION             4        // Quake1 "tarbaby" explosion with sound

TE_SMOKE

TE_SMOKE
#define	TE_SMOKE                    5        // Alphablend sprite, move vertically 30 pps

TE_TRACER

TE_TRACER
#define	TE_TRACER                   6        // Tracer effect from point to point

TE_LIGHTNING

TE_LIGHTNING
#define	TE_LIGHTNING                7        // TE_BEAMPOINTS with simplified parameters

TE_BEAMENTS

TE_BEAMENTS
#define	TE_BEAMENTS                 8

TE_SPARKS

TE_SPARKS
#define	TE_SPARKS                   9        // 8 random tracers with gravity, ricochet sprite

TE_LAVASPLASH

TE_LAVASPLASH
#define	TE_LAVASPLASH               10       // Quake1 lava splash

TE_TELEPORT

TE_TELEPORT
#define	TE_TELEPORT                 11       // Quake1 teleport splash

TE_EXPLOSION2

TE_EXPLOSION2
#define TE_EXPLOSION2               12       // Quake1 colormaped (base palette) particle explosion with sound

TE_BSPDECAL

TE_BSPDECAL
#define TE_BSPDECAL                 13       // Decal from the .BSP file

TE_IMPLOSION

TE_IMPLOSION
#define TE_IMPLOSION                14       // Tracers moving toward a point

TE_SPRITETRAIL

TE_SPRITETRAIL
#define TE_SPRITETRAIL              15       // Line of moving glow sprites with gravity, fadeout, and collisions

TE_SPRITE

TE_SPRITE
#define TE_SPRITE                   17       // Additive sprite, plays 1 cycle

TE_BEAMSPRITE

TE_BEAMSPRITE
#define TE_BEAMSPRITE               18       // A beam with a sprite at the end

TE_BEAMTORUS

TE_BEAMTORUS
#define TE_BEAMTORUS                19       // Screen aligned beam ring, expands to max radius over lifetime

TE_BEAMDISK

TE_BEAMDISK
#define TE_BEAMDISK                 20       // Disk that expands to max radius over lifetime

TE_BEAMCYLINDER

TE_BEAMCYLINDER
#define TE_BEAMCYLINDER             21       // Cylinder that expands to max radius over lifetime

TE_BEAMFOLLOW

TE_BEAMFOLLOW
#define TE_BEAMFOLLOW               22       // Create a line of decaying beam segments until entity stops moving

TE_GLOWSPRITE

TE_GLOWSPRITE
#define TE_GLOWSPRITE               23

TE_BEAMRING

TE_BEAMRING
#define TE_BEAMRING                 24       // Connect a beam ring to two entities

TE_STREAK_SPLASH

TE_STREAK_SPLASH
#define TE_STREAK_SPLASH            25       // Oriented shower of tracers

TE_DLIGHT

TE_DLIGHT
#define TE_DLIGHT                   27       // Dynamic light, effect world, minor entity effect

TE_ELIGHT

TE_ELIGHT
#define TE_ELIGHT                   28       // Point entity light, no world effect

TE_TEXTMESSAGE

TE_TEXTMESSAGE
#define TE_TEXTMESSAGE              29

TE_LINE

TE_LINE
#define TE_LINE                     30

TE_BOX

TE_BOX
#define TE_BOX                      31

TE_KILLBEAM

TE_KILLBEAM
#define TE_KILLBEAM                 99       // Kill all beams attached to entity

TE_LARGEFUNNEL

TE_LARGEFUNNEL
#define TE_LARGEFUNNEL              100

TE_BLOODSTREAM

TE_BLOODSTREAM
#define	TE_BLOODSTREAM              101      // Particle spray

TE_SHOWLINE

TE_SHOWLINE
#define	TE_SHOWLINE                 102      // Line of particles every 5 units, dies in 30 seconds

TE_BLOOD

TE_BLOOD
#define TE_BLOOD                    103      // Particle spray

TE_DECAL

TE_DECAL
#define TE_DECAL                    104      // Decal applied to a brush entity (not the world)

TE_FIZZ

TE_FIZZ
#define TE_FIZZ                     105      // Create alpha sprites inside of entity, float upwards

TE_MODEL

TE_MODEL
#define TE_MODEL                    106      // Create a moving model that bounces and makes a sound when it hits

TE_EXPLODEMODEL

TE_EXPLODEMODEL
#define TE_EXPLODEMODEL             107      // Spherical shower of models, picks from set

TE_BREAKMODEL

TE_BREAKMODEL
#define TE_BREAKMODEL               108      // Box of models or sprites

TE_GUNSHOTDECAL

TE_GUNSHOTDECAL
#define TE_GUNSHOTDECAL             109      // Decal and ricochet sound

TE_SPRITE_SPRAY

TE_SPRITE_SPRAY
#define TE_SPRITE_SPRAY             110      // Spray of alpha sprites

TE_ARMOR_RICOCHET

TE_ARMOR_RICOCHET
#define TE_ARMOR_RICOCHET           111      // Quick spark sprite, client ricochet sound.

TE_PLAYERDECAL

TE_PLAYERDECAL
#define TE_PLAYERDECAL              112

TE_BUBBLES

TE_BUBBLES
#define TE_BUBBLES                  113      // Create alpha sprites inside of box, float upwards

TE_BUBBLETRAIL

TE_BUBBLETRAIL
#define TE_BUBBLETRAIL              114      // Create alpha sprites along a line, float upwards

TE_BLOODSPRITE

TE_BLOODSPRITE
#define TE_BLOODSPRITE              115      // Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)

TE_WORLDDECAL

TE_WORLDDECAL
#define TE_WORLDDECAL               116      // Decal applied to the world brush

TE_WORLDDECALHIGH

TE_WORLDDECALHIGH
#define TE_WORLDDECALHIGH           117      // Decal (with texture index > 256) applied to world brush

TE_DECALHIGH

TE_DECALHIGH
#define TE_DECALHIGH                118      // Same as TE_DECAL, but the texture index was greater than 256

TE_PROJECTILE

TE_PROJECTILE
#define TE_PROJECTILE               119      // Makes a projectile (like a nail) (this is a high-priority tent)

TE_SPRAY

TE_SPRAY
#define TE_SPRAY                    120      // Throws a shower of sprites or models

TE_PLAYERSPRITES

TE_PLAYERSPRITES
#define TE_PLAYERSPRITES            121      // Sprites emit from a player's bounding box (ONLY use for players!)

TE_PARTICLEBURST

TE_PARTICLEBURST
#define TE_PARTICLEBURST            122      // Very similar to lavasplash

TE_FIREFIELD

TE_FIREFIELD
#define TE_FIREFIELD                123      // Makes a field of fire

TEFIRE_FLAG_ALLFLOAT

TEFIRE_FLAG_ALLFLOAT
#define TEFIRE_FLAG_ALLFLOAT        1        // All sprites will drift upwards as they animate

TEFIRE_FLAG_SOMEFLOAT

TEFIRE_FLAG_SOMEFLOAT
#define TEFIRE_FLAG_SOMEFLOAT       2        // Some of the sprites will drift upwards. (50% chance)

TEFIRE_FLAG_LOOP

TEFIRE_FLAG_LOOP
#define TEFIRE_FLAG_LOOP            4        // If set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.

TEFIRE_FLAG_ALPHA

TEFIRE_FLAG_ALPHA
#define TEFIRE_FLAG_ALPHA           8        // If set, sprite is rendered alpha blended at 50% else, opaque

TEFIRE_FLAG_PLANAR

TEFIRE_FLAG_PLANAR
#define TEFIRE_FLAG_PLANAR          16       // If set, all fire sprites have same initial Z instead of randomly filling a cube.

TE_PLAYERATTACHMENT

TE_PLAYERATTACHMENT
#define TE_PLAYERATTACHMENT         124      // Attaches a TENT to a player (this is a high-priority tent)

TE_KILLPLAYERATTACHMENTS

TE_KILLPLAYERATTACHMENTS
#define TE_KILLPLAYERATTACHMENTS    125      // Will expire all TENTS attached to a player.

TE_MULTIGUNSHOT

TE_MULTIGUNSHOT
#define TE_MULTIGUNSHOT             126      // Much more compact shotgun message

TE_USERTRACER

TE_USERTRACER
#define TE_USERTRACER               127      // Larger message than the standard tracer, but allows some customization.

DRC_CMD_NONE

DRC_CMD_NONE
#define DRC_CMD_NONE				0	// NULL director command

DRC_CMD_START

DRC_CMD_START
#define DRC_CMD_START				1	// start director mode

DRC_CMD_EVENT

DRC_CMD_EVENT
#define DRC_CMD_EVENT				2	// informs about director command

DRC_CMD_MODE

DRC_CMD_MODE
#define DRC_CMD_MODE				3	// switches camera modes

DRC_CMD_CAMERA

DRC_CMD_CAMERA
#define DRC_CMD_CAMERA				4	// sets camera registers

DRC_CMD_TIMESCALE

DRC_CMD_TIMESCALE
#define DRC_CMD_TIMESCALE			5	// sets time scale

DRC_CMD_MESSAGE

DRC_CMD_MESSAGE
#define DRC_CMD_MESSAGE				6	// send HUD centerprint

DRC_CMD_SOUND

DRC_CMD_SOUND
#define DRC_CMD_SOUND				7	// plays a particular sound

DRC_CMD_STATUS

DRC_CMD_STATUS
#define DRC_CMD_STATUS				8	// status info about broadcast

DRC_CMD_BANNER

DRC_CMD_BANNER
#define DRC_CMD_BANNER				9	// banner file name for HLTV gui

DRC_CMD_FADE

DRC_CMD_FADE
#define	DRC_CMD_FADE				10	// send screen fade command

DRC_CMD_SHAKE

DRC_CMD_SHAKE
#define DRC_CMD_SHAKE				11	// send screen shake command

DRC_CMD_STUFFTEXT

DRC_CMD_STUFFTEXT
#define DRC_CMD_STUFFTEXT			12	// like the normal svc_stufftext but as director command

DRC_CMD_LAST

DRC_CMD_LAST
#define DRC_CMD_LAST				12

DRC_FLAG_PRIO_MASK

DRC_FLAG_PRIO_MASK
#define DRC_FLAG_PRIO_MASK		0x0F	// priorities between 0 and 15 (15 most important)

DRC_FLAG_SIDE

DRC_FLAG_SIDE
#define DRC_FLAG_SIDE			(1<<4)	//

DRC_FLAG_DRAMATIC

DRC_FLAG_DRAMATIC
#define DRC_FLAG_DRAMATIC		(1<<5)	// is a dramatic scene

DRC_FLAG_SLOWMOTION

DRC_FLAG_SLOWMOTION
#define DRC_FLAG_SLOWMOTION		(1<<6)  // would look good in SloMo

DRC_FLAG_FACEPLAYER

DRC_FLAG_FACEPLAYER
#define DRC_FLAG_FACEPLAYER		(1<<7)  // player is doning something (reload/defuse bomb etc)

DRC_FLAG_INTRO

DRC_FLAG_INTRO
#define DRC_FLAG_INTRO			(1<<8)	// is a introduction scene

DRC_FLAG_FINAL

DRC_FLAG_FINAL
#define DRC_FLAG_FINAL			(1<<9)	// is a final scene

DRC_FLAG_NO_RANDOM

DRC_FLAG_NO_RANDOM
#define DRC_FLAG_NO_RANDOM		(1<<10)	// don't randomize event data

MAX_DIRECTOR_CMD_PARAMETERS

MAX_DIRECTOR_CMD_PARAMETERS
#define MAX_DIRECTOR_CMD_PARAMETERS		4

MAX_DIRECTOR_CMD_STRING

MAX_DIRECTOR_CMD_STRING
#define MAX_DIRECTOR_CMD_STRING			128