Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //
  7. //=============================================================================//
  8. #ifndef TMESSAGE_H
  9. #define TMESSAGE_H
  10. #pragma once
  11. #ifdef __cplusplus
  12. extern "C" {
  13. #endif // __cplusplus
  14. #define DEMO_MESSAGE "__DEMOMESSAGE__"
  15. #define NETWORK_MESSAGE1 "__NETMESSAGE__1"
  16. #define NETWORK_MESSAGE2 "__NETMESSAGE__2"
  17. #define NETWORK_MESSAGE3 "__NETMESSAGE__3"
  18. #define NETWORK_MESSAGE4 "__NETMESSAGE__4"
  19. #define NETWORK_MESSAGE5 "__NETMESSAGE__5"
  20. #define NETWORK_MESSAGE6 "__NETMESSAGE__6"
  21. #define MAX_NETMESSAGE 6
  22. #include "client_textmessage.h"
  23. extern client_textmessage_t *gMessageTable;
  24. extern int gMessageTableCount;
  25. extern client_textmessage_t gNetworkTextMessage[MAX_NETMESSAGE];
  26. extern char gNetworkTextMessageBuffer[MAX_NETMESSAGE][512];
  27. extern const char *gNetworkMessageNames[MAX_NETMESSAGE];
  28. // text message system
  29. void TextMessageInit( void );
  30. client_textmessage_t *TextMessageGet( const char *pName );
  31. void TextMessageShutdown( void );
  32. void TextMessage_DemoMessage( const char *pszMessage, float fFadeInTime, float fFadeOutTime, float fHoldTime );
  33. void TextMessage_DemoMessageFull( const char *pszMessage, client_textmessage_t const *message );
  34. #ifdef __cplusplus
  35. }
  36. #endif // __cplusplus
  37. #endif //TMESSAGE_H