Constants in message_const.inc

List of constants

Destination types for message_begin()
Hardcoded message types for message_begin()

Note

Look at the actual HLSDK for details
Flags for set_msg_block()
Message argument types used with get_msg_argtype() and set_msg_arg_*
TempEntity messages for message_begin()
Beam effect between two points

Note

write_byte(TE_BEAMPOINTS)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Beam effect between a point and an entity

Note

write_byte(TE_BEAMENTPOINT)
write_short(start entity)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Particle effect plus ricochet sound

Note

write_byte(TE_GUNSHOT)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps

Note

write_byte(TE_EXPLOSION)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_byte(scale in 0.1's)
write_byte(framerate)
write_byte(flags)
Flags for the TE_EXPLOSION effect, controlling its performance and aesthetic features
Quake1 "tarbaby" explosion with sound

Note

write_byte(TE_TAREXPLOSION)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Alphablend sprite, move vertically 30pps

Note

write_byte(TE_SMOKE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_byte(scale in 0.1's)
write_byte(framerate)
Tracer effect from point to point

Note

write_byte(TE_TRACER)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
TE_BEAMPOINTS with simplified parameters

Note

write_byte(TE_LIGHTNING)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_byte(life in 0.1's)
write_byte(width in 0.1's)
write_byte(amplitude in 0.01's)
write_short(sprite model index)
TE_BEAMENTS

Note

write_byte(TE_BEAMENTS)
write_short(start entity)
write_short(end entity)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
8 random tracers with gravity, ricochet sprite

Note

write_byte(TE_SPARKS)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Quake1 lava splash

Note

write_byte(TE_LAVASPLASH)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Quake1 teleport splash

Note

write_byte(TE_TELEPORT)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Quake1 colormaped (base palette) particle explosion with sound

Note

write_byte(TE_EXPLOSION2)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(starting color)
write_byte(num colors)
Decal from the .BSP file

Note

write_byte(TE_BSPDECAL)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_short(texture index of precached decal texture name)
write_short(entity index)
[optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)]
Tracers moving toward a point

Note

write_byte(TE_IMPLOSION)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(radius)
write_byte(count)
write_byte(life in 0.1's)
Line of moving glow sprites with gravity, fadeout, and collisions

Note

write_byte(TE_SPRITETRAIL)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(sprite index)
write_byte(count)
write_byte(life in 0.1's)
write_byte(scale in 0.1's)
write_byte(velocity along vector in 10's)
write_byte(randomness of velocity in 10's)
Additive sprite, plays 1 cycle

Note

write_byte(TE_SPRITE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_byte(scale in 0.1's)
write_byte(brightness)
A beam with a sprite at the end

Note

write_byte(TE_BEAMSPRITE)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(beam sprite index)
write_short(end sprite index)
Screen aligned beam ring, expands to max radius over lifetime

Note

write_byte(TE_BEAMTORUS)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(axis.x)
write_coord(axis.y)
write_coord(axis.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Disk that expands to max radius over lifetime

Note

write_byte(TE_BEAMDISK)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(axis.x)
write_coord(axis.y)
write_coord(axis.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Cylinder that expands to max radius over lifetime

Note

write_byte(TE_BEAMCYLINDER)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(axis.x)
write_coord(axis.y)
write_coord(axis.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Create a line of decaying beam segments until entity stops moving

Note

write_byte(TE_BEAMFOLLOW)
write_short(entity:attachment to follow)
write_short(sprite index)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
TE_GLOWSPRITE

Note

write_byte(TE_GLOWSPRITE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(model index)
write_byte(scale / 10)
write_byte(size)
write_byte(brightness)
Connect a beam ring to two entities

Note

write_byte(TE_BEAMRING)
write_short(start entity)
write_short(end entity)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Oriented shower of tracers

Note

write_byte(TE_STREAK_SPLASH)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(vector.x)
write_coord(vector.y)
write_coord(vector.z)
write_byte(color)
write_short(count)
write_short(base speed)
write_short(random velocity)
Dynamic light, effect world, minor entity effect

Note

write_byte(TE_DLIGHT)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(radius in 10's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(life in 10's)
write_byte(decay rate in 10's)
Point entity light, no world effect

Note

write_byte(TE_ELIGHT)
write_short(entity:attachment to follow)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(radius)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(life in 0.1's)
write_coord(decay rate)
TE_TEXTMESSAGE

Note

write_byte(TE_TEXTMESSAGE)
write_byte(channel)
write_short(x) -1 = center)
write_short(y) -1 = center)
write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room)
write_byte(red) - text color
write_byte(green)
write_byte(blue)
write_byte(alpha)
write_byte(red) - effect color
write_byte(green)
write_byte(blue)
write_byte(alpha)
write_short(fadein time)
write_short(fadeout time)
write_short(hold time)
[optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2
write_string(text message) 512 chars max string size
TE_LINE

Note

write_byte(TE_LINE)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(life in 0.1 s)
write_byte(red)
write_byte(green)
write_byte(blue)
TE_BOX

Note

write_byte(TE_BOX)
write_coord(boxmins.x)
write_coord(boxmins.y)
write_coord(boxmins.z)
write_coord(boxmaxs.x)
write_coord(boxmaxs.y)
write_coord(boxmaxs.z)
write_short(life in 0.1 s)
write_byte(red)
write_byte(green)
write_byte(blue)
Kill all beams attached to entity

Note

write_byte(TE_KILLBEAM)
write_short(entity)
TE_LARGEFUNNEL

Note

write_byte(TE_LARGEFUNNEL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_short(flags)
Particle spray

Note

write_byte(TE_BLOODSTREAM)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(vector.x)
write_coord(vector.y)
write_coord(vector.z)
write_byte(color)
write_byte(speed)
Line of particles every 5 units, dies in 30 seconds

Note

write_byte(TE_SHOWLINE)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
Particle spray

Note

write_byte(TE_BLOOD)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(vector.x)
write_coord(vector.y)
write_coord(vector.z)
write_byte(color)
write_byte(speed)
Decal applied to a brush entity (not the world)

Note

write_byte(TE_DECAL)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name)
write_short(entity index)
Create alpha sprites inside of entity, float upwards

Note

write_byte(TE_FIZZ)
write_short(entity)
write_short(sprite index)
write_byte(density)
Create a moving model that bounces and makes a sound when it hits

Note

write_byte(TE_MODEL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_angle(initial yaw)
write_short(model index)
write_byte(bounce sound type)
write_byte(life in 0.1's)
Spherical shower of models, picks from set

Note

write_byte(TE_EXPLODEMODEL)
write_coord(origin.x)
write_coord(origin.y)
write_coord(origin.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_short(model index)
write_short(count)
write_byte(life in 0.1's)
Box of models or sprites

Note

write_byte(TE_BREAKMODEL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(size.x)
write_coord(size.y)
write_coord(size.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_byte(random velocity in 10's)
write_short(sprite or model index)
write_byte(count)
write_byte(life in 0.1 secs)
write_byte(flags)
Decal and ricochet sound

Note

write_byte(TE_GUNSHOTDECAL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(entity index???)
write_byte(decal???)
Spray of alpha sprites

Note

write_byte(TE_SPRITE_SPRAY)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_short(sprite index)
write_byte(count)
write_byte(speed)
write_byte(noise)
Quick spark sprite, client ricochet sound.

Note

write_byte(TE_ARMOR_RICOCHET)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(scale in 0.1's)
TE_PLAYERDECAL

Note

write_byte(TE_PLAYERDECAL)
write_byte(playerindex)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(entity???)
write_byte(decal number)
[optional] write_short(model index)
Create alpha sprites inside of box, float upwards

Note

write_byte(TE_BUBBLES)
write_coord(position.x) (min start position)
write_coord(position.y)
write_coord(position.z)
write_coord(position.x) (max start position)
write_coord(position.y)
write_coord(position.z)
write_coord(float height)
write_short(model index)
write_byte(count)
write_coord(speed)
Create alpha sprites along a line, float upwards

Note

write_byte(TE_BUBBLETRAIL)
write_coord(position.x) (min start position)
write_coord(position.y) (min start position)
write_coord(position.z) (min start position)
write_coord(position.x) (max start position)
write_coord(position.y) (max start position)
write_coord(position.z) (max start position)
write_coord(float height)
write_short(model index)
write_byte(count)
write_coord(speed)
Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)

Note

write_byte(TE_BLOODSPRITE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite1 index)
write_short(sprite2 index)
write_byte(color)
write_byte(scale)
Decal applied to the world brush

Note

write_byte(TE_WORLDDECAL)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name)
Decal (with texture index > 256) applied to world brush

Note

write_byte(TE_WORLDDECALHIGH)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name - 256)
Same as TE_DECAL, but the texture index was greater than 256

Note

write_byte(TE_DECALHIGH)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name - 256)
write_short(entity index)
Makes a projectile (like a nail) (this is a high-priority tent)

Note

write_byte(TE_PROJECTILE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_short(modelindex)
write_byte(life)
write_byte(owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
Throws a shower of sprites or models

Note

write_byte(TE_SPRAY)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(direction.x)
write_coord(direction.y)
write_coord(direction.z)
write_short(modelindex)
write_byte(count)
write_byte(speed)
write_byte(noise)
write_byte(rendermode)
Sprites emit from a player's bounding box (ONLY use for players!)

Note

write_byte(TE_PLAYERSPRITES)
write_short(playernum)
write_short(sprite modelindex)
write_byte(count)
write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
Very similar to lavasplash

Note

write_byte(TE_PARTICLEBURST)
write_coord(origin)
write_short(radius)
write_byte(particle color)
write_byte(duration * 10) (will be randomized a bit)
Makes a field of fire

Note

write_byte(TE_FIREFIELD)
write_coord(origin)
write_short(radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
write_short(modelindex)
write_byte(count)
write_byte(flags)
write_byte(duration (in seconds) * 10) (will be randomized a bit)
Flags for the TE_FIREFIELD effect, controlling its performance and aesthetic features
Attaches a TENT to a player (this is a high-priority tent)

Note

write_byte(TE_PLAYERATTACHMENT)
write_byte(entity index of player)
write_coord(vertical offset) (attachment origin.z = player origin.z + vertical offset)
write_short(model index)
write_short(life * 10 )
Will expire all TENTS attached to a player.

Note

write_byte(TE_KILLPLAYERATTACHMENTS)
write_byte(entity index of player)
Much more compact shotgun message

Note

  • This message is used to make a client approximate a 'spray' of gunfire.
    Any weapon that fires more than one bullet per frame and fires in a bit
    of a spread is a good candidate for MULTIGUNSHOT use. (shotguns)
  • This effect makes the client do traces for each bullet, these client
    traces ignore entities that have studio models.Traces are 4096 long.
  • write_byte(TE_MULTIGUNSHOT)
    write_coord(origin.x)
    write_coord(origin.y)
    write_coord(origin.z)
    write_coord(direction.x)
    write_coord(direction.y)
    write_coord(direction.z)
    write_coord(x noise * 100)
    write_coord(y noise * 100)
    write_byte(count)
    write_byte(bullethole decal texture index)
Larger message than the standard tracer, but allows some customization.

Note

write_byte(TE_USERTRACER)
write_coord(origin.x)
write_coord(origin.y)
write_coord(origin.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_byte(life * 10)
write_byte(color) this is an index into an array of color vectors in the engine. (0 - )
write_byte(length * 10)
From hltv.h from the HLSDK, these are used in conjunction with SVC_DIRECTOR sub commands of svc_director
HLTV_EVENT event flags