
		NOTICE:
	Almost every single message (if not all of them) are used to update
	the HUD (Heads-Up-Display). When something happens, like when a user
	gets hit, the server updates his health. It then uses the Health
	message to let the client know to update the display. Therefore, by
	sending the Health or Stats message, it will only update the HUD
	and will not actually change the health or stats.

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80: DeathMsg (ALL)
1.  Byte: Killer
2.  Byte: Killed
3.  String: Weapon name if not a headshot, "headshot" if a headshot
4.  String: Weapon name if a headshot, otherwise non-existant

NOTES: Indicates a death message in the top-right corner of the
screen. Killer and Killed are player IDs if a player is involved,
otherwise the bytes vary. 65 is used to indicate an NPC zombie, 66
is used to indicate an NPC Marine, and 68 is used to indicate an
NPC Barney, the others are unknown.

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81: ScoreInfo (ALL)
1.  Byte: Player
2.  Short: Score
3.  Short: Deaths
4.  Byte: Level

NOTES: Used for updating the scoreboard. Player is a player id,
and Level is the player's level.

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93: Radar (ONE)

- Set 1
1.  Short: ID
2.  Byte: Unknown
3.  Coord: Origin X
4.  Coord: Origin Y
5.  Coord: Origin Z
6.  Byte: Unknown

- Set 2
1.  Short: ID
2.  Byte: On/Off
3.  Byte: Type

NOTES: Used to add/remove dots to/from the radar. Each dot is sent two times,
once with Set 1 and then with Set 2. Set 1 is used to initialize its origin:
the first byte should be 1, and so should the last one, and I'm not quite sure
why exactly. Then Set 2 is sent, which specifies the dot type. If On/Off is 0,
it will remove the dot, and no more data is sent. Otherwise it should be 2.
Once again, it is unknown as to why, it is just sent this way by BrainBread.
If On/Off is 2, another byte is sent which is the type of icon. The ID
should be the same for Set 1 and Set 2 and is used to refer to that icon
whenever you update it again or remove it. It can be a totally random number.
Default dots have IDs of the entity index of what it refers to.

TYPES:
1 = Green Dot, used to mark teammates
2 = Red Dot, used to mark enemies for zombies
3 = White Dot, used to mark mission zones
4 = Light Blue Dot, not used for BrainBread
5 = Blue Dot, used to mark the BlackHawk
6 = Orange Dot, not used for BrainBread
7 = Flashing Yellow Dot, used to mark the Case or Fred
8 = Flashing Green Dot, not used for BrainBread,
    it stops flashing and turns to white after 3 seconds

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94: RadarOff (ONE)
1.  Byte: Unknown

NOTES: This doesn't actually send when a user goes into spectator
and the radar dissappears, but rather when a user spawns. Unknown
is always 1. This doesn't really appear to do anything at all, it
could possibly be used in place of ResetHUD as that doesn't seem
to get called in BrainBread (when it does get called, it makes the
flashlight icon appear in the top-right corner).

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101: Counter (ALL)
1.  Coord: Time

NOTES: Used for the map time remaining counter on the top of
the HUD. Time is the time remaining, and is in seconds. Once again,
this only temporarily changes the counter on the client's screen
until the server sends the actual time remaining in another second.

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104: Mates (ONE)
1.  Byte: Amount

NOTES: Used to edit the Team Bonus display in the top-right corner
of the screen. This will most likely not actually give them the
Team Bonus, but instead simply display that on the Heads-Up-Display.

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105: CntDown (ONE)
1.  Byte: Display

NOTES: Displays a huge magnified version of the SmallCnt bar in
the middle of the screen if Display is sent as 1. It takes around
one or one-and-a-half seconds to fill, and there is no way to
change how long it takes (unfortunately). Probably used in alpha
stages for something but discarded later, or used in Public-Enemy.

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113: Stats (ONE)
1.  Byte: hps
2.  Byte: speed
3.  Byte: skill
4.  Byte: PNTS

NOTES: Used to update a user's stats on the HUD.

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115: Special (ALL)
1.  Byte: Player
2.  Byte: Case

NOTES: Used to indicate when a player has the case with them. Player
is the player that has (or doesn't have) it, and Case is 0 when they
lose it or 1 when they pick it up. Keep in mind this only updates
the HUD, as the NOTICE says, and they don't ACTUALLY have the case.

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118: Spray (PVS)
1.  Byte: Type
2.  Coord: Origin X
3.  Coord: Origin Y
4.  Coord: Origin Z
5.  Coord: Size A
6.  Coord: Size B
7.  Coord: Size C
8.  Coord: Direction A
9.  Coord: Direction B
10. Coord: Direction C

NOTES: Used for blood sprays and the such. Origin X, Y, and Z are where
the spray is coming from. The same origin should be sent as the "origin"
in the message heading. Size A, B, and C, is size of spray, in XYZ format
(I think), use a small number like -1 to 1. Direction A, B, and C, is
direction of spray, in XYZ format (I think), use a small number like -1
to 1. I'm not sure how the game interprets the small values into actual
coordinates and the such. random_num(-1,1) for arguments 5-10 is usually
good for making random sprays.

TYPES:
1 = Blood spritz
2 = Blood gush
4 = Smoke puffs
5 = Firey explosion

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120: UpdPoints (ONE)
1.  Coord: Experience
2.  Byte: Level
3.  Byte: Points

NOTES: Used to update a user's experience and level ON THE HUD.
Experience is a percentage from 0.000000 to 99.999999, Level is always
0 unless called on a new level, in which case it is the new level, and
Points is the amount of Skill Points that the user has remaining (I'm not
sure why that is in there, as it is also in the Stats message).

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122: SmallCnt (ONE)
1.  String: Title
2.  Coord: Time

NOTES: Used to display a status bar in the top-left corner of the
screen. Title is the title above it (ie: Zombie transformation),
and Time is the amount of time it takes to fill, in seconds.

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123: Help (ONE)
1.  Byte: On/Off
2.  Byte: Msg ID
3.  Coord: Unknown

NOTES: Called when a help message appears. On/Off has to be 1 to
get the message to appear, and if sent as 0 it will get rid of any
existing help messages of the same Msg ID. Msg IDs are somehow 
tied to a file in the brainbread/help directory, and I don't know
what the coord is for.

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