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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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