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Difference between revisions of "WriteByte"
From Quake Wiki
(Created page with "''void'' '''WriteByte'''(''float'' type, ''float'' cmd) == Usage == Writes an unsigned byte to the current network message. This is often used to denote that a server command...") |
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== Usage == | == Usage == | ||
− | Writes an unsigned byte to the current network message. This is often used to denote that a server command has started. | + | Writes an unsigned byte to the current network message. This is often used to denote that a server command has started, but some server commands also expect a byte as an argument. |
== Parameters == | == Parameters == |
Revision as of 16:22, 1 August 2023
void WriteByte(float type, float cmd)
Usage
Writes an unsigned byte to the current network message. This is often used to denote that a server command has started, but some server commands also expect a byte as an argument.
Parameters
- type
- The type of network message to write to. Can be one of the following:
MSG_BROADCAST
- Send a message to every client, not caring if they receive it. This is best used for things that have no affect on the gameplay state e.g. temp entities.
MSG_ONE
- Send a message to a single client. The client it's sent to is stored in the msg_entity global. Guarantees the client receives it.
MSG_ALL
- Similar to
MSG_BROADCAST
but it guarantees every client receives it.
- cmd
- The server command to run. Any of the internal svc_* constants will work, but the default exposed ones are:
SVC_TEMPENTITY
SVC_KILLEDMONSTER
SVC_FOUNDSECRET
SVC_INTERMISSION
SVC_FINALE
SVC_CDTRACK
SVC_SELLSCREEN
Example
// Whenever this trigger is activated, marks that a secret was found void UseSecretTrigger() { ++found_secrets; WriteByte(MSG_ALL, SVC_FOUNDSECRET); self.use = __NULL__; }