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