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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ADDONMESSAGES_H
#define ADDONMESSAGES_H
#pragma once
enum GameMessageIDs { GAME_MSG_TEXT = 1, // text chat message
GAME_MSG_DATA, // binary game data
GAME_MSG_INVITE_REQUEST, GAME_MSG_INVITE_RESPONSE, GAME_MSG_REJOIN_REQUEST, GAME_MSG_REJOIN_RESPONSE,
GAME_MSG_INVITE_PERMISSION, // ask permission to invite someone
GAME_MSG_INVITE_NOTIFY, // tell everybody that we're inviting
GAME_MSG_INVITE_DENIED,
GAME_MSG_PLAYER_STATUS_UPDATE, GAME_MSG_SETUP_INFO, // when user joins a game, host send the setup information of who's in the game
GAME_MSG_INVITE_CANCEL, // host has cancelled an invite
GAME_MSG_GAME_START, // if a game has a setup phase, this tells everybody the game has started
GAME_MSG_PLAYER_KICK, // player kicked from game
GAME_MSG_UPDATING, GAME_MSG_UP_TO_DATE, // player is up to date and ready to get data
GAME_MSG_STARTING_CARD_HAND = 300, GAME_MSG_STARTING_PLAYER, GAME_MSG_CARD_PLAY,
GAME_MSG_CHEAT_POSSIBLE = 400, // when host detects a possible cheat
GAME_MSG_MOVE = 500, GAME_MSG_COLOR_CHOICE, GAME_MSG_RECONNECT_DATA, GAME_MSG_QUIT, GAME_MSG_PASS,
GAME_MSG_ABORT, // phase these out
GAME_MSG_WAITING_ABORT, // GAME_MSG_CLOSE_WINDOW,
// special individual game messages should take IDs 1000 and over
};
#endif // ADDONMESSAGES_H
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