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