Due to the lack of documentation for the new events, I used
the following code to get the needed values:

KeyValues* kv;
kv=event->GetFirstValue();
while(kv)
{
   Log("[VALUE] %s : %s\n", kv->GetName(), kv->GetString());
   kv = kv->GetNextValue();
}

There is no magic, you have to read the header files, nothing
else.

Greets
Ronny


I noticed the update as well, if anyone has any documentation on how to
work
it, please provide. Thanks,
McFace
----- Original Message -----
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, December 19, 2004 1:57 PM
Subject: Re: [hlcoders] player_say?


You can do what you want. But he asks why he doesnt get
the player_say event.

Greets
Ronny


Why not register it as a say command?  Couldn't we then block it?

Or is it not possible to block a player's say command yet.

Josh

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Sunday, December 19, 2004 6:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?


Dont register say as a concommand.

Greets
Ronny


I'm also not getting player_say. Anybody know a solution?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel
Sent: Thursday, December 16, 2004 4:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] player_say?

Wierd, I get player_say now trough FireGameEvent. Anyways, a
documentation would be nice.

Greets
Ronny


Since the latest update, there should be a player_say event.
But I dont get this event via FireGameEvent nor via ClientCommand
in CS:S. Where is the event?
Instead I get some more undocumented events like player_footstep,
door_moving, bullet_impact. Do we get some documentation for
this?
And, HudMsg is still not working in CS:S.

Greets
Ronny

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