+ else if( tmp->inetmsg_id == k_inetmsg_chat ){
+ netmsg_chat *chat = msg->m_pData,
+ *prop = alloca( sizeof(netmsg_chat) + NETWORK_MAX_CHAT );
+ prop->inetmsg_id = k_inetmsg_chat;
+ prop->client = client_id;
+
+ u32 l = network_msgstring( chat->msg, msg->m_cbSize, sizeof(netmsg_chat),
+ prop->msg, NETWORK_MAX_CHAT );
+ vg_info( "[%d]: %s\n", client_id, prop->msg );
+
+ gameserver_send_to_all( client_id, prop, sizeof(netmsg_chat)+l,
+ k_nSteamNetworkingSend_Reliable );
+ }