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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