client_textmessage_t is already part of the sdk.

-omega
http://www.frontline2.com


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jeffrey "botman" Broome
> Sent: November 16, 2003 4:28 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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