//========= Copyright 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