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{64}    '',		// 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;

{}    'ScoreInfo',

	uint8		entindex;
	sint16		frags;
	sint16		deaths;
	uint16		uk_s1;
	uint16		team_index;

{}    'Health',

	uint8		health;

{}    'FlashLight',

	uint8		state; // 1/0 on/off
	uint8		flash_battery;

{}    'CurWeapon',	(67)

	uint8		uk_b1;
	uint8		uk_b2;
	uint8		uk_b3;

{}    '', 		(73)

	uint8		uk_b1;
	uint8		uk_b2;

{}    'SayText',	(75)

	uint8		message_length;
	uint8		slot;
	uint8		uk_b1;	// if slot!=0
	char*		uk_string;

{}    '',		(76)

	uint8		message_length;
	uint8		slot;	
	uint8		uk_b1; // if slot!=0
	char*		uk_string;

{}    '',		(77)

	uint8		message_length;
	uint8		slot;	
	uint8		uk_b1; // if slot!=0
	char*		uk_string;
	// Strings containing with # is some sort of command, also "#C1#C2"

{}    '', 		(78)

	uint8		uk_b1;
	char*		weapon;
	char[8]		uk_b2;

{}    '', 		(87)

	uint8		uk_b1;
	char*		team;
	char[9]		uk_b2;

{}    'ShowMenu', 	(96)

	uint8		message_length;
	uint8[4]	uk_b1;
	char*		uk_string;	// #DCT_BuyItem

{}    'SendAudio',	(100)

	uint8		message_length;
	uint8		slot;
	uint8		uk_b1;
	char*		uk_string;	// %!MRAD_LOCKNLOAD

{}    'RoundTime',	(101)

	uint16		round_sec;

{}    'Money',		(102)

	uint32		money_amount;
	uint8		uk_b2;	// ? Add 0 /Substract 1?

{}    'StatusIcon',	(107)

	uint8		message_length;
	uint8		uk_b1;
	char*		icon;

{}    'StatusText',	(107)

	uint8		message_length;
	uint8		uk_b1;
	char*		uk_string; // message_length points to space after strings end \0 byte??
	uint8		uk_b2; // ?
	uint8		uk_b3; // ?

{}    'Radar',		(112) // ?

	char[8]		uk_b1;

{}    'VGUIMenu',	(114) // ?

{}    'WClose',		(115)

	uint8		message_length;
	char*		uk_string;  // found aimbot stuff in here in some demos

{}    '',		(118)

	uint8		message_length;
	char*		uk_string;

{128}    '',		// ?

	char*		delta_name;

{143}    '', // ?

{217}    '', // ?

	// usercmd_t - 440 bytes - skipped !OK!

{249}    '', // ? 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