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//---------------------------------------------------------------------------
// client_textmessage_t
//---------------------------------------------------------------------------
typedef struct client_textmessage_s
{
 int  effect;
 byte r1, g1, b1, a1;  // 2 colors for effects
 byte r2, g2, b2, a2;
 float x;
 float y;
 float fadein;
 float fadeout;
 float holdtime;
 float fxtime;
 const char *pName;
 const char *pMessage;
} client_textmessage_t;




________________________________

From: [EMAIL PROTECTED] on behalf of Jeffrey "botman" Broome
Sent: Sun 11/16/2003 1:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]



Alfred wrote:

> typedef struct sequenceCommandLine_ sequenceCommandLine_s;
> struct sequenceCommandLine_
> {
>     int                        commandType;        // Specifies the type
> of command
>     client_textmessage_t    clientMessage;        // Text HUD message
> struct
>     char*                    speakerName;        // Targetname of
> speaking entity
>     char*                    listenerName;        // Targetname of
> entity being spoken to
>     char*                    soundFileName;        // Name of sound file
> to play
>     char*                    sentenceName;        // Name of
> sentences.txt to play
>     char*                    fireTargetNames;    // List of targetnames
> to fire
>     char*                    killTargetNames;    // List of targetnames
> to remove
>     float                    delay;                // Seconds 'till next
> command
>     int                        repeatCount;        // If nonzero, reset
> execution pointer to top of
> block (N times, -1 = infinite)
>     int                        textChannel;        // Display channel on
> which text message is sent
>     int                        modifierBitField;    // Bit field to
> specify what clientmessage
> fields are valid
>     sequenceCommandLine_s*    nextCommandLine;    // Next command
> (linked list)
> };

...and what the hell is a "client_textmessage_t"???

Save yourself some time and just zip up all the source code in the
entire Half-Life build directory and post that to this e-mail list!  ;)

--
Jeffrey "botman" Broome


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