List of constants in message_const.inc

Destination types for message_begin()
Hardcoded message types for message_begin()

Note

Look at the actual HLSDK for details
Flags for set_msg_block()
Message argument types used with get_msg_argtype() and set_msg_arg_*
TempEntity messages for message_begin()
Beam effect between two points

Note

write_byte(TE_BEAMPOINTS)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Beam effect between a point and an entity

Note

write_byte(TE_BEAMENTPOINT)
write_short(start entity)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Particle effect plus ricochet sound

Note

write_byte(TE_GUNSHOT)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps

Note

write_byte(TE_EXPLOSION)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_byte(scale in 0.1's)
write_byte(framerate)
write_byte(flags)
Flags for the TE_EXPLOSION effect, controlling its performance and aesthetic features
Quake1 "tarbaby" explosion with sound

Note

write_byte(TE_TAREXPLOSION)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Alphablend sprite, move vertically 30pps

Note

write_byte(TE_SMOKE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_byte(scale in 0.1's)
write_byte(framerate)
Tracer effect from point to point

Note

write_byte(TE_TRACER)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
TE_BEAMPOINTS with simplified parameters

Note

write_byte(TE_LIGHTNING)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_byte(life in 0.1's)
write_byte(width in 0.1's)
write_byte(amplitude in 0.01's)
write_short(sprite model index)
TE_BEAMENTS

Note

write_byte(TE_BEAMENTS)
write_short(start entity)
write_short(end entity)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
8 random tracers with gravity, ricochet sprite

Note

write_byte(TE_SPARKS)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Quake1 lava splash

Note

write_byte(TE_LAVASPLASH)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Quake1 teleport splash

Note

write_byte(TE_TELEPORT)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
Quake1 colormaped (base palette) particle explosion with sound

Note

write_byte(TE_EXPLOSION2)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(starting color)
write_byte(num colors)
Decal from the .BSP file

Note

write_byte(TE_BSPDECAL)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_short(texture index of precached decal texture name)
write_short(entity index)
[optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)]
Tracers moving toward a point

Note

write_byte(TE_IMPLOSION)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(radius)
write_byte(count)
write_byte(life in 0.1's)
Line of moving glow sprites with gravity, fadeout, and collisions

Note

write_byte(TE_SPRITETRAIL)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(sprite index)
write_byte(count)
write_byte(life in 0.1's)
write_byte(scale in 0.1's)
write_byte(velocity along vector in 10's)
write_byte(randomness of velocity in 10's)
Additive sprite, plays 1 cycle

Note

write_byte(TE_SPRITE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_byte(scale in 0.1's)
write_byte(brightness)
A beam with a sprite at the end

Note

write_byte(TE_BEAMSPRITE)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(beam sprite index)
write_short(end sprite index)
Screen aligned beam ring, expands to max radius over lifetime

Note

write_byte(TE_BEAMTORUS)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(axis.x)
write_coord(axis.y)
write_coord(axis.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Disk that expands to max radius over lifetime

Note

write_byte(TE_BEAMDISK)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(axis.x)
write_coord(axis.y)
write_coord(axis.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Cylinder that expands to max radius over lifetime

Note

write_byte(TE_BEAMCYLINDER)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(axis.x)
write_coord(axis.y)
write_coord(axis.z)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Create a line of decaying beam segments until entity stops moving

Note

write_byte(TE_BEAMFOLLOW)
write_short(entity:attachment to follow)
write_short(sprite index)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
TE_GLOWSPRITE

Note

write_byte(TE_GLOWSPRITE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(model index)
write_byte(scale / 10)
write_byte(size)
write_byte(brightness)
Connect a beam ring to two entities

Note

write_byte(TE_BEAMRING)
write_short(start entity)
write_short(end entity)
write_short(sprite index)
write_byte(starting frame)
write_byte(frame rate in 0.1's)
write_byte(life in 0.1's)
write_byte(line width in 0.1's)
write_byte(noise amplitude in 0.01's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(scroll speed in 0.1's)
Oriented shower of tracers

Note

write_byte(TE_STREAK_SPLASH)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(vector.x)
write_coord(vector.y)
write_coord(vector.z)
write_byte(color)
write_short(count)
write_short(base speed)
write_short(ramdon velocity)
Dynamic light, effect world, minor entity effect

Note

write_byte(TE_DLIGHT)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(radius in 10's)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(brightness)
write_byte(life in 10's)
write_byte(decay rate in 10's)
Point entity light, no world effect

Note

write_byte(TE_ELIGHT)
write_short(entity:attachment to follow)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(radius)
write_byte(red)
write_byte(green)
write_byte(blue)
write_byte(life in 0.1's)
write_coord(decay rate)
TE_TEXTMESSAGE

Note

write_byte(TE_TEXTMESSAGE)
write_byte(channel)
write_short(x) -1 = center)
write_short(y) -1 = center)
write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room)
write_byte(red) - text color
write_byte(green)
write_byte(blue)
write_byte(alpha)
write_byte(red) - effect color
write_byte(green)
write_byte(blue)
write_byte(alpha)
write_short(fadein time)
write_short(fadeout time)
write_short(hold time)
[optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2
write_string(text message) 512 chars max string size
TE_LINE

Note

write_byte(TE_LINE)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
write_short(life in 0.1 s)
write_byte(red)
write_byte(green)
write_byte(blue)
TE_BOX

Note

write_byte(TE_BOX)
write_coord(boxmins.x)
write_coord(boxmins.y)
write_coord(boxmins.z)
write_coord(boxmaxs.x)
write_coord(boxmaxs.y)
write_coord(boxmaxs.z)
write_short(life in 0.1 s)
write_byte(red)
write_byte(green)
write_byte(blue)
Kill all beams attached to entity

Note

write_byte(TE_KILLBEAM)
write_short(entity)
TE_LARGEFUNNEL

Note

write_byte(TE_LARGEFUNNEL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite index)
write_short(flags)
Particle spray

Note

write_byte(TE_BLOODSTREAM)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(vector.x)
write_coord(vector.y)
write_coord(vector.z)
write_byte(color)
write_byte(speed)
Line of particles every 5 units, dies in 30 seconds

Note

write_byte(TE_SHOWLINE)
write_coord(startposition.x)
write_coord(startposition.y)
write_coord(startposition.z)
write_coord(endposition.x)
write_coord(endposition.y)
write_coord(endposition.z)
Particle spray

Note

write_byte(TE_BLOOD)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(vector.x)
write_coord(vector.y)
write_coord(vector.z)
write_byte(color)
write_byte(speed)
Decal applied to a brush entity (not the world)

Note

write_byte(TE_DECAL)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name)
write_short(entity index)
Create alpha sprites inside of entity, float upwards

Note

write_byte(TE_FIZZ)
write_short(entity)
write_short(sprite index)
write_byte density)
Create a moving model that bounces and makes a sound when it hits

Note

write_byte(TE_MODEL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_angle(initial yaw)
write_short(model index)
write_byte(bounce sound type)
write_byte(life in 0.1's)
Spherical shower of models, picks from set

Note

write_byte(TE_EXPLODEMODEL)
write_coord(origin.x)
write_coord(origin.y)
write_coord(origin.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_short(model index)
write_short(count)
write_byte(life in 0.1's)
Box of models or sprites

Note

write_byte(TE_BREAKMODEL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(size.x)
write_coord(size.y)
write_coord(size.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_byte(random velocity in 10's)
write_short(sprite or model index)
write_byte(count)
write_byte(life in 0.1 secs)
write_byte(flags)
Decal and ricochet sound

Note

write_byte(TE_GUNSHOTDECAL)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(entity index???)
write_byte(decal???)
Spray of alpha sprites

Note

write_byte(TE_SPRITE_SPRAY)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_short(sprite index)
write_byte(count)
write_byte(speed)
write_byte(noise)
Quick spark sprite, client ricochet sound.

Note

write_byte(TE_ARMOR_RICOCHET)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_byte(scale in 0.1's)
TE_PLAYERDECAL

Note

write_byte(TE_PLAYERDECAL)
write_byte(playerindex)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(entity???)
write_byte(decal number)
[optional] write_short(model index)
Create alpha sprites inside of box, float upwards

Note

write_byte(TE_BUBBLES)
write_coord(position.x) (min start position)
write_coord(position.y)
write_coord(position.z)
write_coord(position.x) (max start position)
write_coord(position.y)
write_coord(position.z)
write_coord(float height)
write_short(model index)
write_byte(count)
write_coord(speed)
Create alpha sprites along a line, float upwards

Note

write_byte(TE_BUBBLETRAIL)
write_coord(position.x) (min start position)
write_coord(position.y) (min start position)
write_coord(position.z) (min start position)
write_coord(position.x) (max start position)
write_coord(position.y) (max start position)
write_coord(position.z) (max start position)
write_coord(float height)
write_short(model index)
write_byte(count)
write_coord(speed)
Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)

Note

write_byte(TE_BLOODSPRITE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_short(sprite1 index)
write_short(sprite2 index)
write_byte(color)
write_byte(scale)
Decal applied to the world brush

Note

write_byte(TE_WORLDDECAL)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name)
Decal (with texture index > 256) applied to world brush

Note

write_byte(TE_WORLDDECALHIGH)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name - 256)
Same as TE_DECAL, but the texture index was greater than 256

Note

write_byte(TE_DECALHIGH)
write_coord(position.x) decal position (center of texture in world)
write_coord(position.y)
write_coord(position.z)
write_byte(texture index of precached decal texture name - 256)
write_short(entity index)
Makes a projectile (like a nail) (this is a high-priority tent)

Note

write_byte(TE_PROJECTILE)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_short(modelindex)
write_byte(life)
write_byte(owner)  projectile won't collide with owner (if owner == 0, projectile will hit any client).
Throws a shower of sprites or models

Note

write_byte(TE_SPRAY)
write_coord(position.x)
write_coord(position.y)
write_coord(position.z)
write_coord(direction.x)
write_coord(direction.y)
write_coord(direction.z)
write_short(modelindex)
write_byte(count)
write_byte(speed)
write_byte(noise)
write_byte(rendermode)
Sprites emit from a player's bounding box (ONLY use for players!)

Note

write_byte(TE_PLAYERSPRITES)
write_short(playernum)
write_short(sprite modelindex)
write_byte(count)
write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
Very similar to lavasplash

Note

write_byte(TE_PARTICLEBURST)
write_coord(origin)
write_short(radius)
write_byte(particle color)
write_byte(duration * 10) (will be randomized a bit)
Makes a field of fire

Note

write_byte(TE_FIREFIELD)
write_coord(origin)
write_short(radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
write_short(modelindex)
write_byte(count)
write_byte(flags)
write_byte(duration (in seconds) * 10) (will be randomized a bit)
Flags for the TE_FIREFIELD effect, controlling its performance and aesthetic features
Attaches a TENT to a player (this is a high-priority tent)

Note

write_byte(TE_PLAYERATTACHMENT)
write_byte(entity index of player)
write_coord(vertical offset) (attachment origin.z = player origin.z + vertical offset)
write_short(model index)
write_short(life * 10 )
Will expire all TENTS attached to a player.

Note

write_byte(TE_KILLPLAYERATTACHMENTS)
write_byte(entity index of player)
Much more compact shotgun message

Note

This message is used to make a client approximate a 'spray' of gunfire.
Any weapon that fires more than one bullet per frame and fires in a bit
of a spread is a good candidate for MULTIGUNSHOT use. (shotguns)

Note

This effect makes the client do traces for each bullet, these client
traces ignore entities that have studio models.Traces are 4096 long.

Note

write_byte(TE_MULTIGUNSHOT)
write_coord(origin.x)
write_coord(origin.y)
write_coord(origin.z)
write_coord(direction.x)
write_coord(direction.y)
write_coord(direction.z)
write_coord(x noise * 100)
write_coord(y noise * 100)
write_byte(count)
write_byte(bullethole decal texture index)
Larger message than the standard tracer, but allows some customization.

Note

write_byte(TE_USERTRACER)
write_coord(origin.x)
write_coord(origin.y)
write_coord(origin.z)
write_coord(velocity.x)
write_coord(velocity.y)
write_coord(velocity.z)
write_byte(life * 10)
write_byte(color) this is an index into an array of color vectors in the engine. (0 - )
write_byte(length * 10)
From hltv.h from the HLSDK, these are used in conjunction with SVC_DIRECTOR sub commands of svc_director
HLTV_EVENT event flags