All network messages are registered by the game DLL to the engine when the game starts. The function to catch to get a list of the registered network messages if pfnRegUserMsg.
Here's a list of network messages in CS 1.5 (I keep them in a config file for my bot):
Code:
# RACC - Engine messages configuration file
#
# This file contains information needed by the game to engine interface
# about the network messages used in the game. The syntax is explicit.
#
# It is recommended to sort the messages by alphabetical name, in order
# to speedup the queries in the database later in game. It would be
# definitely best to sort the messages by frequency, but do this only
# if you know well which are the messages that are the most often sent
# over the network in this game.
#
# Any void or sharp-prepended line will be ignored.
#
# <msg name> <id> <size>
# Default Half-Life engine messages
TempEntity 23 -1
Intermission 30 -1
CDTrack 32 -1
WeaponAnim 35 -1
RoomType 37 -1
Director 51 -1
# MOD-specific custom messages
VoiceMask 64 8
ReqState 65 0
CurWeapon 66 3
Geiger 67 1
Flashlight 68 2
FlashBat 69 1
Health 70 1
Damage 71 12
Battery 72 2
Train 73 1
HudText 74 -1
SayText 75 -1
TextMsg 76 -1
WeaponList 77 -1
ResetHUD 78 0
InitHUD 79 0
ViewMode 80 0
CheckModels 81 0
GameTitle 82 1
DeathMsg 83 -1
ScoreAttrib 84 2
ScoreInfo 85 9
TeamInfo 86 -1
TeamScore 87 -1
GameMode 88 1
MOTD 89 -1
ServerName 90 -1
AmmoPickup 91 2
WeapPickup 92 1
ItemPickup 93 -1
HideWeapon 94 1
SetFOV 95 1
ShowMenu 96 -1
ScreenShake 97 6
ScreenFade 98 10
AmmoX 99 2
SendAudio 100 -1
RoundTime 101 2
Money 102 5
ArmorType 103 1
BlinkAcct 104 1
StatusValue 105 -1
StatusText 106 -1
StatusIcon 107 -1
BarTime 108 2
ReloadSound 109 2
Crosshair 110 1
NVGToggle 111 1
Radar 112 7
Spectator 113 2
VGUIMenu 114 -1
AllowSpec 115 1
BombDrop 116 6
BombPickup 117 0
ClCorpse 118 -1
HostagePos 119 8
HostageK 120 1
*edit* I forgot to say that I don't see anything wrong with your code... is it that you don't see any of your LOG_CONSOLE messages ?
instead of doing if (ed), try doing if (!FNullEnt (ed))... but it should work nonetheless...