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|
package messages
import (
"fmt"
"github.com/pektezol/bitreader"
"github.com/pektezol/demoparser/pkg/writer"
)
type SvcUserMessage struct {
Type int8
Length int16
Data any
}
func ParseSvcUserMessage(reader *bitreader.Reader) SvcUserMessage {
svcUserMessage := SvcUserMessage{
Type: int8(reader.TryReadBits(8)),
Length: int16(reader.TryReadBits(12)),
}
svcUserMessage.Data = reader.TryReadBitsToSlice(uint64(svcUserMessage.Length))
userMessageReader := bitreader.NewReaderFromBytes(svcUserMessage.Data.([]byte), true)
writer.TempAppendLine("\t\t%s (%d):", UserMessageType(svcUserMessage.Type).String(), svcUserMessage.Type)
switch UserMessageType(svcUserMessage.Type) {
case EUserMessageTypeGeiger:
svcUserMessage.parseGeiger(userMessageReader)
case EUserMessageTypeTrain:
svcUserMessage.parseTrain(userMessageReader)
case EUserMessageTypeHudText:
svcUserMessage.parseHUDText(userMessageReader)
case EUserMessageTypeSayText:
svcUserMessage.parseSayText(userMessageReader)
case EUserMessageTypeSayText2:
svcUserMessage.parseSayText2(userMessageReader)
case EUserMessageTypeTextMsg:
svcUserMessage.parseTextMsg(userMessageReader)
case EUserMessageTypeHUDMsg:
svcUserMessage.parseHUDMsg(userMessageReader)
case EUserMessageTypeResetHUD:
svcUserMessage.parseResetHUD(userMessageReader)
case EUserMessageTypeShake:
svcUserMessage.parseShake(userMessageReader)
case EUserMessageTypeFade:
svcUserMessage.parseFade(userMessageReader)
case EUserMessageTypeVGUIMenu:
svcUserMessage.parseVguiMenu(userMessageReader)
case EUserMessageTypeRumble:
svcUserMessage.parseRumble(userMessageReader)
case EUserMessageTypeBattery:
svcUserMessage.parseBattery(userMessageReader)
case EUserMessageTypeDamage:
svcUserMessage.parseDamage(userMessageReader)
case EUserMessageTypeVoiceMask:
svcUserMessage.parseVoiceMask(userMessageReader)
case EUserMessageTypeCloseCaption:
svcUserMessage.parseCloseCaption(userMessageReader)
case EUserMessageTypeKeyHintText:
svcUserMessage.parseKeyHintText(userMessageReader)
case EUserMessageTypeLogoTimeMsg:
svcUserMessage.parseLogoTimeMsg(userMessageReader)
case EUserMessageTypeAchievementEvent:
svcUserMessage.parseAchivementEvent(userMessageReader)
case EUserMessageTypeMPMapCompleted:
svcUserMessage.parseMpMapCompleted(userMessageReader)
case EUserMessageTypeMPMapIncomplete:
svcUserMessage.parseMpMapIncomplete(userMessageReader)
case EUserMessageTypeMPTauntEarned:
svcUserMessage.parseMpTauntEarned(userMessageReader)
case EUserMessageTypeMPTauntLocked:
svcUserMessage.parseMpTauntLocked(userMessageReader)
case EUserMessageTypePortalFX_Surface:
svcUserMessage.parsePortalFxSurface(userMessageReader)
case EUserMessageTypeScoreboardTempUpdate:
svcUserMessage.parseScoreboardTempUpdate(userMessageReader)
default:
writer.TempAppendLine("\t\t\tData: %v", svcUserMessage.Data)
}
return svcUserMessage
}
func (svcUserMessage *SvcUserMessage) parseGeiger(reader *bitreader.Reader) {
geiger := struct{ Range uint8 }{
Range: reader.TryReadUInt8(),
}
svcUserMessage.Data = geiger
writer.TempAppendLine("\t\t\tGeiger Range: %d", geiger.Range)
}
func (svcUserMessage *SvcUserMessage) parseTrain(reader *bitreader.Reader) {
train := struct{ Pos uint8 }{
Pos: reader.TryReadUInt8(),
}
svcUserMessage.Data = train
writer.TempAppendLine("\t\t\tPos: %d", train.Pos)
}
func (svcUserMessage *SvcUserMessage) parseHUDText(reader *bitreader.Reader) {
hudText := struct{ Text string }{
Text: reader.TryReadString(),
}
svcUserMessage.Data = hudText
writer.TempAppendLine("\t\t\tText: %s", hudText.Text)
}
func (svcUserMessage *SvcUserMessage) parseSayText(reader *bitreader.Reader) {
sayText := struct {
Client uint8
Message string
WantsToChat bool
}{
Client: reader.TryReadUInt8(),
Message: reader.TryReadString(),
WantsToChat: reader.TryReadUInt8() != 0,
}
svcUserMessage.Data = sayText
writer.TempAppendLine("\t\t\tClient: %d", sayText.Client)
writer.TempAppendLine("\t\t\tMessage: %s", sayText.Message)
writer.TempAppendLine("\t\t\tWants To Chat: %t", sayText.WantsToChat)
}
func (svcUserMessage *SvcUserMessage) parseSayText2(reader *bitreader.Reader) {
sayText2 := struct {
Client uint8
WantsToChat bool
MessageName string
Messages []string
}{
Client: reader.TryReadUInt8(),
WantsToChat: reader.TryReadUInt8() != 0,
MessageName: reader.TryReadString(),
Messages: []string{reader.TryReadString(), reader.TryReadString(), reader.TryReadString()},
}
svcUserMessage.Data = sayText2
writer.TempAppendLine("\t\t\tClient: %d", sayText2.Client)
writer.TempAppendLine("\t\t\tWants To Chat: %t", sayText2.WantsToChat)
writer.TempAppendLine("\t\t\tName: %s", sayText2.MessageName)
for index, message := range sayText2.Messages {
writer.TempAppendLine("\t\t\tMessage %d: %s", index, message)
}
}
func (svcUserMessage *SvcUserMessage) parseTextMsg(reader *bitreader.Reader) {
const MessageCount int = 5
textMsg := struct {
Destination uint8
Messages []string
}{
Destination: reader.TryReadUInt8(),
}
textMsg.Messages = make([]string, 5)
for i := 0; i < MessageCount; i++ {
textMsg.Messages[i] = reader.TryReadString()
}
svcUserMessage.Data = textMsg
writer.TempAppendLine("\t\t\tDestination: %d", textMsg.Destination)
for i := 0; i < MessageCount; i++ {
writer.TempAppendLine("\t\t\tMessage %d: %s", i+1, textMsg.Messages)
}
}
func (svcUserMessage *SvcUserMessage) parseHUDMsg(reader *bitreader.Reader) {
const MaxNetMessage uint8 = 6
hudMsg := struct {
Channel uint8
Info struct {
X, Y float32 // 0-1 & resolution independent, -1 means center in each dimension
R1, G1, B1, A1 uint8
R2, G2, B2, A2 uint8
Effect uint8
FadeIn, FadeOut, HoldTime, FxTime float32 // the fade times seem to be per character
Message string
}
}{
Channel: reader.TryReadUInt8() % MaxNetMessage,
}
svcUserMessage.Data = hudMsg
writer.TempAppendLine("\t\t\tChannel: %d", hudMsg.Channel)
if reader.TryReadRemainingBits() >= 148 {
hudMsg.Info = struct {
X float32
Y float32
R1 uint8
G1 uint8
B1 uint8
A1 uint8
R2 uint8
G2 uint8
B2 uint8
A2 uint8
Effect uint8
FadeIn float32
FadeOut float32
HoldTime float32
FxTime float32
Message string
}{
X: reader.TryReadFloat32(),
Y: reader.TryReadFloat32(),
R1: reader.TryReadUInt8(),
G1: reader.TryReadUInt8(),
B1: reader.TryReadUInt8(),
A1: reader.TryReadUInt8(),
R2: reader.TryReadUInt8(),
G2: reader.TryReadUInt8(),
B2: reader.TryReadUInt8(),
A2: reader.TryReadUInt8(),
Effect: reader.TryReadUInt8(),
FadeIn: reader.TryReadFloat32(),
FadeOut: reader.TryReadFloat32(),
HoldTime: reader.TryReadFloat32(),
FxTime: reader.TryReadFloat32(),
Message: reader.TryReadString(),
}
svcUserMessage.Data = hudMsg
writer.TempAppendLine("\t\t\tX: %f, Y: %f", hudMsg.Info.X, hudMsg.Info.Y)
writer.TempAppendLine("\t\t\tRGBA1: %3d %3d %3d %3d", hudMsg.Info.R1, hudMsg.Info.G1, hudMsg.Info.B1, hudMsg.Info.A1)
writer.TempAppendLine("\t\t\tRGBA2: %3d %3d %3d %3d", hudMsg.Info.R2, hudMsg.Info.G2, hudMsg.Info.B2, hudMsg.Info.A2)
writer.TempAppendLine("\t\t\tEffect: %d", hudMsg.Info.Effect)
writer.TempAppendLine("\t\t\tFade In: %f", hudMsg.Info.FadeIn)
writer.TempAppendLine("\t\t\tFade Out: %f", hudMsg.Info.FadeOut)
writer.TempAppendLine("\t\t\tHold Time: %f", hudMsg.Info.HoldTime)
writer.TempAppendLine("\t\t\tFX Time: %f", hudMsg.Info.FxTime)
writer.TempAppendLine("\t\t\tMessage: %s", hudMsg.Info.Message)
}
}
func (svcUserMessage *SvcUserMessage) parseResetHUD(reader *bitreader.Reader) {
resetHUD := struct{ Unknown uint8 }{
Unknown: reader.TryReadUInt8(),
}
svcUserMessage.Data = resetHUD
writer.TempAppendLine("\t\t\tUnknown: %d", resetHUD.Unknown)
}
func (svcUserMessage *SvcUserMessage) parseShake(reader *bitreader.Reader) {
type ShakeCommand uint8
const (
Start ShakeCommand = iota // Starts the screen shake for all players within the radius.
Stop // Stops the screen shake for all players within the radius.
Amplitude // Modifies the amplitude of an active screen shake for all players within the radius.
Frequency // Modifies the frequency of an active screen shake for all players within the radius.
RumbleOnly // Starts a shake effect that only rumbles the controller, no screen effect.
NoRumble // Starts a shake that does NOT rumble the controller.
)
shake := struct {
Command uint8
Amplitude float32
Frequency float32
Duration float32
}{
Command: reader.TryReadUInt8(),
Amplitude: reader.TryReadFloat32(),
Frequency: reader.TryReadFloat32(),
Duration: reader.TryReadFloat32(),
}
shakeCommandToString := func(cmd ShakeCommand) string {
switch cmd {
case Start:
return "Start"
case Stop:
return "Stop"
case Amplitude:
return "Amplitude"
case Frequency:
return "Frequency"
case RumbleOnly:
return "RumbleOnly"
case NoRumble:
return "NoRumble"
default:
return "Unknown"
}
}
svcUserMessage.Data = shake
writer.TempAppendLine("\t\t\tCommand: %v", shakeCommandToString(ShakeCommand(shake.Command)))
writer.TempAppendLine("\t\t\tAmplitude: %v", shake.Amplitude)
writer.TempAppendLine("\t\t\tFrequency: %v", shake.Frequency)
writer.TempAppendLine("\t\t\tDuration: %v", shake.Duration)
}
func (svcUserMessage *SvcUserMessage) parseFade(reader *bitreader.Reader) {
type FadeFlag uint16
const (
None FadeFlag = 0
FadeIn FadeFlag = 1
FadeOut FadeFlag = 1 << 1
Modulate FadeFlag = 1 << 2 // Modulate (don't blend)
StayOut FadeFlag = 1 << 3 // ignores the duration, stays faded out until new ScreenFade message received
Purge FadeFlag = 1 << 4 // Purges all other fades, replacing them with this one
)
fade := struct {
Duration float32
HoldTime uint16
Flags uint16
R uint8
G uint8
B uint8
A uint8
}{
Duration: float32(reader.TryReadUInt16()) / float32(1<<9), // might be useful: #define SCREENFADE_FRACBITS 9
HoldTime: reader.TryReadUInt16(),
Flags: reader.TryReadUInt16(),
R: reader.TryReadUInt8(),
G: reader.TryReadUInt8(),
B: reader.TryReadUInt8(),
A: reader.TryReadUInt8(),
}
getFlags := func(flags FadeFlag) []string {
var flagStrings []string
if flags&FadeIn != 0 {
flagStrings = append(flagStrings, "FadeIn")
}
if flags&FadeOut != 0 {
flagStrings = append(flagStrings, "FadeOut")
}
if flags&Modulate != 0 {
flagStrings = append(flagStrings, "Modulate")
}
if flags&StayOut != 0 {
flagStrings = append(flagStrings, "StayOut")
}
if flags&Purge != 0 {
flagStrings = append(flagStrings, "Purge")
}
return flagStrings
}
svcUserMessage.Data = fade
writer.TempAppendLine("\t\t\tDuration: %f", fade.Duration)
writer.TempAppendLine("\t\t\tHold Time: %d", fade.HoldTime)
writer.TempAppendLine("\t\t\tFlags: %v", getFlags(FadeFlag(fade.Flags)))
writer.TempAppendLine("\t\t\tRGBA: %3d %3d %3d %3d", fade.R, fade.G, fade.B, fade.A)
}
func (svcUserMessage *SvcUserMessage) parseVguiMenu(reader *bitreader.Reader) {
vguiMenu := struct {
Message string
Show bool
KeyValues []map[string]string
}{
Message: reader.TryReadString(),
Show: reader.TryReadUInt8() != 0,
}
count := reader.TryReadUInt8()
for i := 0; i < int(count); i++ {
vguiMenu.KeyValues = append(vguiMenu.KeyValues, map[string]string{"Key": reader.TryReadString(), "Value": reader.TryReadString()})
}
svcUserMessage.Data = vguiMenu
writer.TempAppendLine("\t\t\tMessage: %s", vguiMenu.Message)
writer.TempAppendLine("\t\t\tShow: %t", vguiMenu.Show)
if len(vguiMenu.KeyValues) > 0 {
writer.TempAppendLine("\t\t\t%d Key Value Pairs:", len(vguiMenu.KeyValues))
for _, kv := range vguiMenu.KeyValues {
writer.TempAppendLine("\t\t\t\t%s: %s", kv["Key"], kv["Value"])
}
} else {
writer.TempAppendLine("\t\t\tNo Key Value Pairs")
}
}
func (svcUserMessage *SvcUserMessage) parseRumble(reader *bitreader.Reader) {
type RumbleLookup int8
const (
RumbleInvalid RumbleLookup = -1
RumbleStopAll RumbleLookup = 0 // cease all current rumbling effects.
PhyscannonOpen RumbleLookup = 20
PhyscannonPunt RumbleLookup = 21
PhyscannonLow RumbleLookup = 22
PhyscannonMedium RumbleLookup = 23
PhyscannonHigh RumbleLookup = 24
PortalgunLeft RumbleLookup = 25
PortalgunRight RumbleLookup = 26
PortalPlacementFailure RumbleLookup = 27
)
getRumbleLookup := func(rumbleLookup RumbleLookup) string {
switch rumbleLookup {
case RumbleInvalid:
return "RumbleInvalid"
case RumbleStopAll:
return "RumbleStopAll"
case PhyscannonOpen:
return "PhyscannonOpen"
case PhyscannonPunt:
return "PhyscannonPunt"
case PhyscannonLow:
return "PhyscannonLow"
case PhyscannonMedium:
return "PhyscannonMedium"
case PhyscannonHigh:
return "PhyscannonHigh"
case PortalgunLeft:
return "PortalgunLeft"
case PortalgunRight:
return "PortalgunRight"
case PortalPlacementFailure:
return "PortalPlacementFailure"
default:
return fmt.Sprintf("%d", int(rumbleLookup))
}
}
type RumbleFlag uint8
const (
None RumbleFlag = 0
Stop RumbleFlag = 1
Loop RumbleFlag = 1 << 1
Restart RumbleFlag = 1 << 2
UpdateScale RumbleFlag = 1 << 3 // Apply DATA to this effect if already playing, but don't restart. <-- DATA is scale * 100
OnlyOne RumbleFlag = 1 << 4 // Don't play this effect if it is already playing.
RandomAmplitude RumbleFlag = 1 << 4 // Amplitude scale will be randomly chosen. Between 10% and 100%
InitialScale RumbleFlag = 1 << 4 // Data is the initial scale to start this effect ( * 100 )
)
rumble := struct {
Type int8
Scale float32
Flags uint8
}{
Type: reader.TryReadSInt8(),
Scale: float32(reader.TryReadUInt8()) / 100,
Flags: reader.TryReadUInt8(),
}
getFlags := func(flags RumbleFlag) []string {
var flagStrings []string
if flags&Stop != 0 {
flagStrings = append(flagStrings, "Stop")
}
if flags&Loop != 0 {
flagStrings = append(flagStrings, "Loop")
}
if flags&Restart != 0 {
flagStrings = append(flagStrings, "Restart")
}
if flags&UpdateScale != 0 {
flagStrings = append(flagStrings, "UpdateScale")
}
if flags&OnlyOne != 0 {
flagStrings = append(flagStrings, "OnlyOne")
}
if flags&RandomAmplitude != 0 {
flagStrings = append(flagStrings, "RandomAmplitude")
}
if flags&InitialScale != 0 {
flagStrings = append(flagStrings, "InitialScale")
}
return flagStrings
}
svcUserMessage.Data = rumble
writer.TempAppendLine("\t\t\tType: %s", getRumbleLookup(RumbleLookup(rumble.Type)))
writer.TempAppendLine("\t\t\tScale: %f", rumble.Scale)
writer.TempAppendLine("\t\t\tFlags: %v", getFlags(RumbleFlag(rumble.Flags)))
}
func (svcUserMessage *SvcUserMessage) parseBattery(reader *bitreader.Reader) {
battery := struct{ BatteryVal uint16 }{
BatteryVal: reader.TryReadUInt16(),
}
svcUserMessage.Data = battery
writer.TempAppendLine("\t\t\tBattery: %d", battery.BatteryVal)
}
func (svcUserMessage *SvcUserMessage) parseDamage(reader *bitreader.Reader) {
damage := struct {
Armor uint8
DamageTaken uint8
BitsDamage int32
VecFrom []float32
}{
Armor: reader.TryReadUInt8(),
DamageTaken: reader.TryReadUInt8(),
BitsDamage: reader.TryReadSInt32(),
VecFrom: []float32{reader.TryReadFloat32(), reader.TryReadFloat32(), reader.TryReadFloat32()},
}
svcUserMessage.Data = damage
writer.TempAppendLine("\t\t\tArmor: %d", damage.Armor)
writer.TempAppendLine("\t\t\tDamage Taken: %d", damage.DamageTaken)
writer.TempAppendLine("\t\t\tBits Damage: %d", damage.BitsDamage)
writer.TempAppendLine("\t\t\tVecFrom: %v", damage.VecFrom)
}
func (svcUserMessage *SvcUserMessage) parseVoiceMask(reader *bitreader.Reader) {
// const VoiceMaxPlayers = 2
voiceMask := struct {
PlayerMasks []struct {
GameRulesMask int32
BanMask int32
}
PlayerModEnable bool
}{
PlayerMasks: []struct {
GameRulesMask int32
BanMask int32
}{
{
GameRulesMask: reader.TryReadSInt32(),
BanMask: reader.TryReadSInt32(),
},
{
GameRulesMask: reader.TryReadSInt32(),
BanMask: reader.TryReadSInt32(),
},
},
PlayerModEnable: reader.TryReadUInt8() != 0,
}
svcUserMessage.Data = voiceMask
writer.TempAppendLine("\t\t\tPlayer Masks:")
writer.TempAppendLine("\t\t\t\t[0] Game Rules Mask: %d", voiceMask.PlayerMasks[0].GameRulesMask)
writer.TempAppendLine("\t\t\t\t[0] Ban Mask: %d", voiceMask.PlayerMasks[0].BanMask)
writer.TempAppendLine("\t\t\t\t[1] Game Rules Mask: %d", voiceMask.PlayerMasks[1].GameRulesMask)
writer.TempAppendLine("\t\t\t\t[1] Ban Mask: %d", voiceMask.PlayerMasks[1].BanMask)
writer.TempAppendLine("\t\t\t\tPlayer Mod Enable: %t", voiceMask.PlayerModEnable)
}
func (svcUserMessage *SvcUserMessage) parseCloseCaption(reader *bitreader.Reader) {
type CloseCaptionFlag uint8
const (
None CloseCaptionFlag = 0
WarnIfMissing CloseCaptionFlag = 1
FromPlayer CloseCaptionFlag = 1 << 1
GenderMale CloseCaptionFlag = 1 << 2
GenderFemale CloseCaptionFlag = 1 << 3
)
closeCaption := struct {
TokenName string
Duration float32
Flags uint8
}{
TokenName: reader.TryReadString(),
Duration: float32(reader.TryReadSInt16()) * 0.1,
Flags: reader.TryReadUInt8(),
}
getFlags := func(flags CloseCaptionFlag) []string {
var flagStrings []string
if flags&WarnIfMissing != 0 {
flagStrings = append(flagStrings, "WarnIfMissing")
}
if flags&FromPlayer != 0 {
flagStrings = append(flagStrings, "FromPlayer")
}
if flags&GenderMale != 0 {
flagStrings = append(flagStrings, "GenderMale")
}
if flags&GenderFemale != 0 {
flagStrings = append(flagStrings, "GenderFemale")
}
return flagStrings
}
svcUserMessage.Data = closeCaption
writer.TempAppendLine("\t\t\tToken Name: %s", closeCaption.TokenName)
writer.TempAppendLine("\t\t\tDuration: %f", closeCaption.Duration)
writer.TempAppendLine("\t\t\tFlags: %v", getFlags(CloseCaptionFlag(closeCaption.Flags)))
}
func (svcUserMessage *SvcUserMessage) parseKeyHintText(reader *bitreader.Reader) {
keyHintText := struct {
Count uint8
KeyString string
}{
Count: reader.TryReadUInt8(),
KeyString: reader.TryReadString(),
}
svcUserMessage.Data = keyHintText
writer.TempAppendLine("\t\t\tCount: %d", keyHintText.Count)
writer.TempAppendLine("\t\t\tString: %s", keyHintText.KeyString)
}
func (svcUserMessage *SvcUserMessage) parseLogoTimeMsg(reader *bitreader.Reader) {
logoTimeMsg := struct{ Time float32 }{
Time: reader.TryReadFloat32(),
}
svcUserMessage.Data = logoTimeMsg
writer.TempAppendLine("\t\t\tTime: %f", logoTimeMsg.Time)
}
func (svcUserMessage *SvcUserMessage) parseAchivementEvent(reader *bitreader.Reader) {
achivementEvent := struct{ AchivementID int32 }{
AchivementID: reader.TryReadSInt32(),
}
svcUserMessage.Data = achivementEvent
writer.TempAppendLine("\t\t\tPortal Count: %v", achivementEvent.AchivementID)
}
func (svcUserMessage *SvcUserMessage) parseMpMapCompleted(reader *bitreader.Reader) {
mpMapCompleted := struct {
Branch uint8
Level uint8
}{
Branch: reader.TryReadUInt8(),
Level: reader.TryReadUInt8(),
}
svcUserMessage.Data = mpMapCompleted
writer.TempAppendLine("\t\t\tBranch: %d", mpMapCompleted.Branch)
writer.TempAppendLine("\t\t\tLevel: %d", mpMapCompleted.Level)
}
func (svcUserMessage *SvcUserMessage) parseMpMapIncomplete(reader *bitreader.Reader) {}
func (svcUserMessage *SvcUserMessage) parseMpTauntEarned(reader *bitreader.Reader) {
mpTauntEarned := struct {
TauntName string
AwardSilently bool
}{
TauntName: reader.TryReadString(),
AwardSilently: reader.TryReadBool(),
}
svcUserMessage.Data = mpTauntEarned
writer.TempAppendLine("\t\t\tTaunt Name: %s", mpTauntEarned.TauntName)
writer.TempAppendLine("\t\t\tAward Silently: %t", mpTauntEarned.AwardSilently)
}
func (svcUserMessage *SvcUserMessage) parseMpTauntLocked(reader *bitreader.Reader) {
mpTauntLocked := struct{ TauntName string }{
TauntName: reader.TryReadString(),
}
svcUserMessage.Data = mpTauntLocked
writer.TempAppendLine("\t\t\tTaunt Name: %s", mpTauntLocked.TauntName)
}
func (svcUserMessage *SvcUserMessage) parsePortalFxSurface(reader *bitreader.Reader) {
type PortalFizzleType int8
const (
PortalFizzleSuccess PortalFizzleType = iota // Placed fine (no fizzle)
PortalFizzleCantFit
PortalFizzleOverlappedLinked
PortalFizzleBadVolume
PortalFizzleBadSurface
PortalFizzleKilled
PortalFizzleCleanser
PortalFizzleClose
PortalFizzleNearBlue
PortalFizzleNearRed
PortalFizzleNone
)
getPortalFizzleType := func(portalFizzleType PortalFizzleType) string {
switch portalFizzleType {
case PortalFizzleSuccess:
return "PortalFizzleSuccess"
case PortalFizzleCantFit:
return "PortalFizzleCantFit"
case PortalFizzleOverlappedLinked:
return "PortalFizzleOverlappedLinked"
case PortalFizzleBadVolume:
return "PortalFizzleBadVolume"
case PortalFizzleBadSurface:
return "PortalFizzleBadSurface"
case PortalFizzleKilled:
return "PortalFizzleKilled"
case PortalFizzleCleanser:
return "PortalFizzleCleanser"
case PortalFizzleClose:
return "PortalFizzleClose"
case PortalFizzleNearBlue:
return "PortalFizzleNearBlue"
case PortalFizzleNearRed:
return "PortalFizzleNearRed"
case PortalFizzleNone:
return "PortalFizzleNone"
default:
return fmt.Sprintf("%d", int(portalFizzleType))
}
}
portalFxSurface := struct {
PortalEnt uint16
OwnerEnt uint16
Team uint8
PortalNum uint8
Effect uint8
Origin []float32
Angles []float32
}{
PortalEnt: reader.TryReadUInt16(),
OwnerEnt: reader.TryReadUInt16(),
Team: reader.TryReadUInt8(),
PortalNum: reader.TryReadUInt8(),
Effect: reader.TryReadUInt8(),
Origin: []float32{},
Angles: []float32{},
}
existsX, existsY, existsZ := reader.TryReadBool(), reader.TryReadBool(), reader.TryReadBool()
if existsX {
portalFxSurface.Origin = append(portalFxSurface.Origin, readBitCoord(reader))
} else {
portalFxSurface.Origin = append(portalFxSurface.Origin, 0)
}
if existsY {
portalFxSurface.Origin = append(portalFxSurface.Origin, readBitCoord(reader))
} else {
portalFxSurface.Origin = append(portalFxSurface.Origin, 0)
}
if existsZ {
portalFxSurface.Origin = append(portalFxSurface.Origin, readBitCoord(reader))
} else {
portalFxSurface.Origin = append(portalFxSurface.Origin, 0)
}
existsX, existsY, existsZ = reader.TryReadBool(), reader.TryReadBool(), reader.TryReadBool()
if existsX {
portalFxSurface.Angles = append(portalFxSurface.Angles, readBitCoord(reader))
} else {
portalFxSurface.Angles = append(portalFxSurface.Angles, 0)
}
if existsY {
portalFxSurface.Angles = append(portalFxSurface.Angles, readBitCoord(reader))
} else {
portalFxSurface.Angles = append(portalFxSurface.Angles, 0)
}
if existsZ {
portalFxSurface.Angles = append(portalFxSurface.Angles, readBitCoord(reader))
} else {
portalFxSurface.Angles = append(portalFxSurface.Angles, 0)
}
svcUserMessage.Data = portalFxSurface
_ = getPortalFizzleType(PortalFizzleType(2))
writer.TempAppendLine("\t\t\tPortal Entity: %d", portalFxSurface.PortalEnt)
writer.TempAppendLine("\t\t\tOwner Entity: %d", portalFxSurface.OwnerEnt)
writer.TempAppendLine("\t\t\tTeam: %d", portalFxSurface.Team)
writer.TempAppendLine("\t\t\tPortal Number: %d", portalFxSurface.PortalNum)
writer.TempAppendLine("\t\t\tEffect: %s", getPortalFizzleType(PortalFizzleType(portalFxSurface.Effect)))
writer.TempAppendLine("\t\t\tOrigin: %v", portalFxSurface.Origin)
writer.TempAppendLine("\t\t\tAngles: %v", portalFxSurface.Angles)
}
func (svcUserMessage *SvcUserMessage) parseScoreboardTempUpdate(reader *bitreader.Reader) {
scoreboardTempUpdate := struct {
NumPortals int32
TimeTaken int32
}{
NumPortals: reader.TryReadSInt32(),
TimeTaken: reader.TryReadSInt32(),
}
svcUserMessage.Data = scoreboardTempUpdate
writer.TempAppendLine("\t\t\tPortal Count: %v", scoreboardTempUpdate.NumPortals)
writer.TempAppendLine("\t\t\tCM Ticks: %v", scoreboardTempUpdate.TimeTaken)
}
type UserMessageType uint8
const (
EUserMessageTypeGeiger UserMessageType = iota // done
EUserMessageTypeTrain // done
EUserMessageTypeHudText // done
EUserMessageTypeSayText // done
EUserMessageTypeSayText2 // done
EUserMessageTypeTextMsg // done
EUserMessageTypeHUDMsg // done
EUserMessageTypeResetHUD // done // called every respawn
EUserMessageTypeGameTitle
EUserMessageTypeItemPickup
EUserMessageTypeShowMenu
EUserMessageTypeShake // done
EUserMessageTypeTilt
EUserMessageTypeFade // done
EUserMessageTypeVGUIMenu // done // Show VGUI menu
EUserMessageTypeRumble // done // Send a rumble to a controller
EUserMessageTypeBattery // done
EUserMessageTypeDamage // done
EUserMessageTypeVoiceMask // done
EUserMessageTypeRequestState
EUserMessageTypeCloseCaption // done // Show a caption (by string id number)(duration in 10th of a second)
EUserMessageTypeCloseCaptionDirect // Show a forced caption (by string id number)(duration in 10th of a second)
EUserMessageTypeHintText // Displays hint text display
EUserMessageTypeKeyHintText // done // Displays hint text display
EUserMessageTypeSquadMemberDied
EUserMessageTypeAmmoDenied
EUserMessageTypeCreditsMsg
EUserMessageTypeLogoTimeMsg // done
EUserMessageTypeAchievementEvent // done
EUserMessageTypeUpdateJalopyRadar
EUserMessageTypeCurrentTimescale // Send one float for the new timescale
EUserMessageTypeDesiredTimescale // Send timescale and some blending vars
EUserMessageTypeCreditsPortalMsg // portal 1 end
EUserMessageTypeInventoryFlash // portal 2 start
EUserMessageTypeIndicatorFlash
EUserMessageTypeControlHelperAnimate
EUserMessageTypeTakePhoto
EUserMessageTypeFlash
EUserMessageTypeHudPingIndicator
EUserMessageTypeOpenRadialMenu
EUserMessageTypeAddLocator
EUserMessageTypeMPMapCompleted // done
EUserMessageTypeMPMapIncomplete // done
EUserMessageTypeMPMapCompletedData
EUserMessageTypeMPTauntEarned // done
EUserMessageTypeMPTauntUnlocked
EUserMessageTypeMPTauntLocked // done
EUserMessageTypeMPAllTauntsLocked
EUserMessageTypePortalFX_Surface // done
EUserMessageTypePaintWorld
EUserMessageTypePaintEntity
EUserMessageTypeChangePaintColor
EUserMessageTypePaintBombExplode
EUserMessageTypeRemoveAllPaint
EUserMessageTypePaintAllSurfaces
EUserMessageTypeRemovePaint
EUserMessageTypeStartSurvey
EUserMessageTypeApplyHitBoxDamageEffect
EUserMessageTypeSetMixLayerTriggerFactor
EUserMessageTypeTransitionFade
EUserMessageTypeScoreboardTempUpdate // done
EUserMessageTypeChallengeModCheatSession
EUserMessageTypeChallengeModCloseAllUI
)
func (userMessageType UserMessageType) String() string {
switch userMessageType {
case EUserMessageTypeGeiger:
return "Geiger"
case EUserMessageTypeTrain:
return "Train"
case EUserMessageTypeHudText:
return "HudText"
case EUserMessageTypeSayText:
return "SayText"
case EUserMessageTypeSayText2:
return "SayText2"
case EUserMessageTypeTextMsg:
return "TextMsg"
case EUserMessageTypeHUDMsg:
return "HUDMsg"
case EUserMessageTypeResetHUD:
return "ResetHUD"
case EUserMessageTypeGameTitle:
return "GameTitle"
case EUserMessageTypeItemPickup:
return "ItemPickup"
case EUserMessageTypeShowMenu:
return "ShowMenu"
case EUserMessageTypeShake:
return "Shake"
case EUserMessageTypeTilt:
return "Tilt"
case EUserMessageTypeFade:
return "Fade"
case EUserMessageTypeVGUIMenu:
return "VGUIMenu"
case EUserMessageTypeRumble:
return "Rumble"
case EUserMessageTypeBattery:
return "Battery"
case EUserMessageTypeDamage:
return "Damage"
case EUserMessageTypeVoiceMask:
return "VoiceMask"
case EUserMessageTypeRequestState:
return "RequestState"
case EUserMessageTypeCloseCaption:
return "CloseCaption"
case EUserMessageTypeCloseCaptionDirect:
return "CloseCaptionDirect"
case EUserMessageTypeHintText:
return "HintText"
case EUserMessageTypeKeyHintText:
return "KeyHintText"
case EUserMessageTypeSquadMemberDied:
return "SquadMemberDied"
case EUserMessageTypeAmmoDenied:
return "AmmoDenied"
case EUserMessageTypeCreditsMsg:
return "CreditsMsg"
case EUserMessageTypeLogoTimeMsg:
return "LogoTimeMsg"
case EUserMessageTypeAchievementEvent:
return "AchievementEvent"
case EUserMessageTypeUpdateJalopyRadar:
return "UpdateJalopyRadar"
case EUserMessageTypeCurrentTimescale:
return "CurrentTimescale"
case EUserMessageTypeDesiredTimescale:
return "DesiredTimescale"
case EUserMessageTypeCreditsPortalMsg:
return "CreditsPortalMsg"
case EUserMessageTypeInventoryFlash:
return "InventoryFlash"
case EUserMessageTypeIndicatorFlash:
return "IndicatorFlash"
case EUserMessageTypeControlHelperAnimate:
return "ControlHelperAnimate"
case EUserMessageTypeTakePhoto:
return "TakePhoto"
case EUserMessageTypeFlash:
return "Flash"
case EUserMessageTypeHudPingIndicator:
return "HudPingIndicator"
case EUserMessageTypeOpenRadialMenu:
return "OpenRadialMenu"
case EUserMessageTypeAddLocator:
return "AddLocator"
case EUserMessageTypeMPMapCompleted:
return "MPMapCompleted"
case EUserMessageTypeMPMapIncomplete:
return "MPMapIncomplete"
case EUserMessageTypeMPMapCompletedData:
return "MPMapCompletedData"
case EUserMessageTypeMPTauntEarned:
return "MPTauntEarned"
case EUserMessageTypeMPTauntUnlocked:
return "MPTauntUnlocked"
case EUserMessageTypeMPTauntLocked:
return "MPTauntLocked"
case EUserMessageTypeMPAllTauntsLocked:
return "MPAllTauntsLocked"
case EUserMessageTypePortalFX_Surface:
return "PortalFX_Surface"
case EUserMessageTypePaintWorld:
return "PaintWorld"
case EUserMessageTypePaintEntity:
return "PaintEntity"
case EUserMessageTypeChangePaintColor:
return "ChangePaintColor"
case EUserMessageTypePaintBombExplode:
return "PaintBombExplode"
case EUserMessageTypeRemoveAllPaint:
return "RemoveAllPaint"
case EUserMessageTypePaintAllSurfaces:
return "PaintAllSurfaces"
case EUserMessageTypeRemovePaint:
return "RemovePaint"
case EUserMessageTypeStartSurvey:
return "StartSurvey"
case EUserMessageTypeApplyHitBoxDamageEffect:
return "ApplyHitBoxDamageEffect"
case EUserMessageTypeSetMixLayerTriggerFactor:
return "SetMixLayerTriggerFactor"
case EUserMessageTypeTransitionFade:
return "TransitionFade"
case EUserMessageTypeScoreboardTempUpdate:
return "ScoreboardTempUpdate"
case EUserMessageTypeChallengeModCheatSession:
return "ChallengeModCheatSession"
case EUserMessageTypeChallengeModCloseAllUI:
return "ChallengeModCloseAllUI"
default:
return "Unknown"
}
}
func readBitCoord(reader *bitreader.Reader) float32 {
const (
CoordIntBits uint64 = 14
CoordFracBits uint64 = 5
CoordDenom = 1 << CoordFracBits
CoordRes = 1.0 / CoordDenom
)
val := float32(0)
hasInt := reader.TryReadBool()
hasFrac := reader.TryReadBool()
if hasInt || hasFrac {
sign := reader.TryReadBool()
if hasInt {
val += float32(reader.TryReadBits(CoordIntBits) + 1)
}
if hasFrac {
val += float32(reader.TryReadBits(CoordFracBits)) * CoordRes
}
if sign {
val = -val
}
}
return val
}
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