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47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Simple entity to transmit message to the client
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//
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//=============================================================================//
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#include "cbase.h"
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class CGameMessageEntity : public CLogicalEntity
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{
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public:
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DECLARE_CLASS( CGameMessageEntity, CLogicalEntity );
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DECLARE_DATADESC();
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CGameMessageEntity( void ) {};
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void InputDisplayMessage( inputdata_t &data );
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string_t m_strText;
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};
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LINK_ENTITY_TO_CLASS( logic_game_message, CGameMessageEntity );
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BEGIN_DATADESC( CGameMessageEntity )
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DEFINE_KEYFIELD( m_strText, FIELD_STRING, "text" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisplayMessage", InputDisplayMessage ),
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END_DATADESC()
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void CGameMessageEntity::InputDisplayMessage( inputdata_t &data )
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{
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// Only send this message the local player
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CSingleUserRecipientFilter user( UTIL_PlayerByIndex(1) );
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user.MakeReliable();
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// Start the message block
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UserMessageBegin( user, "GameMessage" );
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// Send our text to the client
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WRITE_STRING( STRING( m_strText ) );
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// End the message block
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MessageEnd();
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}
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