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1. List of known game messages:
--------------------------------------------------------------------------------
'HudText'
uint8 message_length;
uint8 slot;
char* text;
'SayText'
uint8 message_length;
uint8 slot;
char* text;
'TextMsg'
uint8 message_length;
uint8 slot;
char* text;
char* params[4];
'ScoreInfo'
uint8 slot;
int16 frags;
int16 deaths;
uint16 uk_s1;
uint16 team_index;
'TeamInfo'
uint8 message_length;
uint8 slot;
char* team_name;
'TeamScore'
uint8 message_length;
char* team_name;
uint16 score;
'DeathMsg'
uint8 uk_b1;
uint8 slot_killer;
uint8 slot_victim;
uint8 uk_b2; // Headshot indicator?
char* weapon;
'Health'
uint8 health;
'StatusText'
uint8 message_length;
uint8 uk_b1;
char* status_text;
'StatusValue'
uint8 message_length;
uint8 value_index;
int16 value;
'Flashlight'
uint8 state; // boolean on/off
uint8 flash_battery;
'AmmoPickup'
uint8 ammo_index;
uint8 amount;
'AmmoX'
uint8 ammo_index;
uint8 amount;
'Battery'
int16 armorvalue;
'Damage'
uint8 dmg_save;
uint8 dmg_take;
uint32 visibleDamageBits;
int16 damageorigin_x;
int16 damageorigin_y;
int16 damageorigin_z;
'RoundTime'
int16 round_seconds;
'BarTime'
uint16 bar_time;
'Money'
uint32 money;
uint8 uk_b1; // Sign to use? 0:+money 1: -money?
'InitHUD' // Empty
'ResetHUD' // Empty
'ScoreAttrib'
uint8 uk_b1;
uint8 uk_b2;
'ClCorpse'
uint8 message_length;
char* model;
'BombPickup' // Emtpy (?)
'WeapPickup'
uint8 weapon;
'ScreenFade'
float32 duration; // 7.9 Fixed point
float32 hold_time; // 7.9 Fixed point
uint16 fade_flags;
uint8 col_rgba[4]; // 4 bytes r,g,b,a color1 (fade color)
2. Further game messages which are incomplete/not fully reversed/partly unknown:
--------------------------------------------------------------------------------
These messages are assigned with the newusermsg servermessage, thus you can add
them to your dynamic table and (in most cases) skip them due to the
default_msg_length field. Once their structure is know we can add them to the
supported list and properly parse their information.
'WeaponList'
uint8 message_length;
uint8 num_weapons;
Weapon* weaponlist[num_weapons];
struct Weapon {
char* name;
uint8 ammo_type;
uint8 ammo_max;
uint8 ammo2_type;
uint8 ammo2_max;
uint8 bucket;
uint8 bucket_pos;
uint8 id;
uint8 flags;
}
'' (0x40) // Radio Command?
uint8 uk_b1;
uint8 uk_b2;
char* uk_s1;
uint8 uk_b3;
uint8 uk_b4;
uint8 uk_b5;
char* uk_s2;
char* playername;
char* command;
'CurWeapon' (0x43)
uint8 uk_b1;
uint8 uk_b2;
uint8 uk_b3;
'' (0x49)
uint8 uk_b1;
uint8 uk_b2;
'SayText' (0x4b)
uint8 message_length;
uint8 slot;
uint8 uk_b1; // if slot!=0
char* uk_string;
'' (0x4c)
uint8 message_length;
uint8 slot;
uint8 uk_b1; // if slot!=0
char* uk_string;
'' (0x4d)
uint8 message_length;
uint8 slot;
uint8 uk_b1; // if slot!=0
char* uk_string;
// Strings containing # are some sort of command, also "#C1#C2"
'' (0x4e)
uint8 uk_b1;
char* weapon;
char[8] uk_b2;
'' (0x57)
uint8 uk_b1;
char* team;
char[9] uk_b2;
'ShowMenu' (0x60)
uint8 message_length;
uint8[4] uk_b1;
char* uk_string; // #DCT_BuyItem
'SendAudio' (0x64)
uint8 message_length;
uint8 slot;
uint8 uk_b1;
char* uk_string; // %!MRAD_LOCKNLOAD
'StatusIcon' (0x6b)
uint8 message_length;
uint8 uk_b1;
char* icon;
'StatusText' (0x6b)
uint8 message_length;
uint8 uk_b1;
char* uk_string; // message_length points to space after strings null-byte??
uint8 uk_b2; // ?
uint8 uk_b3; // ?
'Radar' (0x70) // ?
uint8 uk_b1[8];
'VGUIMenu' (0x72) // ?
'WClose' (0x73)
uint8 message_length;
char* uk_string; // found aimbot stuff in here in some demos
'' (0x76)
uint8 message_length;
char* uk_string;
'' (0x80) // ?
char* delta_name;
'' (0x8f) // ?
'' (0xd9) // ?
// usercmd_t - 440 bytes - skipped !OK!
'' (0xf9) // ? deltadata?
// ID: 43 - clientdata_t - 1332 >< 1346 bytes (next block unknown) - 1343 ?
// ID: 03 - entity_state_t - 1430 bytes - skipped !OK!
// ID: 03 - entity_state_player_t - 1314 bytes - count varies
// ID: 43 - custom_entity_state_t - 513 bytes
// ID: 43 - entity_t - 368 bytes - skipped !OK!
// ID: 23 - weapon_data_t - 546 bytes - count varies
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