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#