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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

