r5sdk/r5dev/game/shared/usermessages.h
Kawe Mazidjatari c874b7c4d8 Implement 'SVC_UserMessage' print handler properly
Check if the actual message type is 'TextMsg' before printing, since other data is binary and could be read as 'HUD_PRINTCONSOLE', 'HUD_PRINTCENTER', etc.. resulting in printing binary data. This fix permanently solves that problem. The check has also been applied to the 'ShouldReplayMessage' function.
2023-06-12 02:02:29 +02:00

70 lines
1.3 KiB
C

#ifndef USERMESSAGES_H
#define USERMESSAGES_H
//-----------------------------------------------------------------------------
// Enumerated in the same order, as the order of registration in 'RegisterUserMessages' !!!
//-----------------------------------------------------------------------------
enum UserMessages_t
{
Geiger = 0,
Train,
HudText,
SayText,
AnnounceText,
TextMsg,
HudMsg,
ResetHUD,
ItemPickup,
ShowMenu,
Shake,
Fade,
VGUIMenu,
Rumble,
Damage,
VoiceMask,
RequestState,
WeapProjFireCB,
PredSVEvent,
CreditsMsg,
LogoTimeMsg,
AchievementEvent,
UpdateJalopyRadar,
CurrentTimescale,
DesiredTimescale,
CreditsPortalMsg,
InventoryFlash,
IndicatorFlash,
ControlHelperAnimate,
TakePhoto,
Flash,
HudPingIndicator,
OpenRadialMenu,
AddLocator,
MPMapCompleted,
MPMapIncomplete,
MPMapCompletedData,
MPTauntEarned,
MPTauntUnlocked,
MPTauntLocked,
MPAllTauntsLocked,
PortalFX_Surface,
ChangePaintColor,
StartSurvey,
ApplyHitBoxDamageEffect,
SetMixLayerTriggerFactor,
TransitionFade,
HudElemSetVisibility,
HudElemLabelSetText,
HudElemImageSet,
HudElemSetColor,
HudElemSetColorBG,
RemoteUntypedFunctionCall,
RemoteFunctionCall,
RemoteFunctionCallsChecksum,
PlayerNotifyDidDamage,
RemoteBulletFired,
RemoteWeaponReload,
};
#endif // USERMESSAGES_H