• Usermessage Loggin/Tracking
    6 replies, posted
Is there a way to override/edit the usermessage system/function e.i umsg.Start, umsg.End() to add a print message so I know what data/umsg is sending?
I'm sure you can go in and mess with some meta table shit, but you will definitely have to do it at a lower level then Lua (eg c++).
Yeah that's what I mean, but not sure what the function is or if you can.
[LUA] local func = umsg.Start umsg.Start = function(msg, ply) print("Sending Message: "..msg) func(msg, ply) end [/LUA]
I thought he meant all usermessages sent using DispatchUserMessage();
He said umsg.Start() and there is no function called DispatchUserMessage(), I'm guessing your talking about SendUserMessage() which also uses umsg.Start() but you can override SendUserMessage() also.
CHLClient::DispatchUserMessage();. I know for a fact it handles SendLua() and umsg.*. I'm not sure what else uses it for networking.
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