Import from old repository

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@1 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
Karl 2005-03-09 01:31:56 +00:00
commit 8552ac617c
4524 changed files with 691334 additions and 0 deletions

96
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//1024x768 text scheme file
// Pie menu for marines
SchemeName = "PieMenuScheme"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "MarineStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial"
FontSize = 21
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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//1152x864 text scheme file
// Pie menu for marines
SchemeName = "PieMenuScheme"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "MarineStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial"
FontSize = 21
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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//1280x960 text scheme file
// Pie menu for marines
SchemeName = "PieMenuScheme"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
SchemeName = "MarineStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial"
FontSize = 21
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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//1600x1200 text scheme file
// Pie menu for marines
SchemeName = "PieMenuScheme"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 34
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
SchemeName = "MarineStatusScheme"
FontName = "Arial"
FontSize = 21
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial"
FontSize = 21
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 16
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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// 320x240 text scheme file
// DEFAULT BUTTON TEXT
SchemeName = "PieMenuScheme"
FontName = "Helvetica"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 5
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 10
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 10
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial Bold"
FontSize = 7
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial Bold"
FontSize = 7
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
SchemeName = "MarineStatusScheme"
FontName = "Arial Bold"
FontSize = 7
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial Bold"
FontSize = 7
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 7
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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// 400x300 text scheme file
// DEFAULT BUTTON TEXT
SchemeName = "PieMenuScheme"
FontName = "Helvetica"
FontSize = 15
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 5
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 10
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 10
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial Bold"
FontSize = 7
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial Bold"
FontSize = 7
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
SchemeName = "MarineStatusScheme"
FontName = "Arial Bold"
FontSize = 7
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial Bold"
FontSize = 7
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 7
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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// 512x384 text scheme file
// Pie menu for marines
SchemeName = "PieMenuScheme"
FontName = "Arial"
FontSize = 8
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 8
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 14
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 20
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial"
FontSize = 10
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial"
FontSize = 10
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
SchemeName = "MarineStatusScheme"
FontName = "Arial"
FontSize = 10
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial"
FontSize = 8
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 6
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 6
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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// 640x480 text scheme file
// Pie menu for marines
SchemeName = "PieMenuScheme"
FontName = "Arial"
FontSize = 4
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 8
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 14
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 20
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial"
FontSize = 10
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial"
FontSize = 10
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "MarineStatusScheme"
FontName = "Arial"
FontSize = 10
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial"
FontSize = 10
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 6
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 6
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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// 800x600 text scheme file
// Pie menu for marines
SchemeName = "PieMenuScheme"
FontName = "Arial"
FontSize = 12
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Minimap, radar
SchemeName = "HierarchyScheme"
FontName = "Helvetica"
FontSize = 10
FgColor = "255 170 0 255"
BgColor = "40 40 40 128"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 0"
// Particle editing
SchemeName = "PSEScheme"
FontName = "Arial"
FontSize = 28
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Overwatch
SchemeName = "OverwatchScheme"
FontName = "Arial"
FontSize = 28
FgColor = "240 179 17 255"
BgColor = "50 50 50 141"
// Action buttons in lower right
SchemeName = "ActionButtonScheme"
FontName = "Arial"
FontSize = 18
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
// Upper left resources, reinforcements
SchemeName = "CommanderStatusScheme"
FontName = "Arial"
FontSize = 18
FgColor = "172 244 255 255"
BgColor = "0 0 0 0"
SchemeName = "MarineStatusScheme"
FontName = "Arial"
FontSize = 18
FgColor = "0 153 255 255"
BgColor = "0 0 0 0"
// Scoreboard title
SchemeName = "Scoreboard Title Text"
FontName = "Arial"
FontSize = 18
FgColor = "243 252 10 255"
BgColor = "0 0 0 0"
// Scoreboard text (ignores color, uses hard-coded team color instead)
SchemeName = "Scoreboard Small Text"
FontName = "Arial"
FontSize = 14
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Tiny text (used for number of players)
SchemeName = "Scoreboard Tiny Text"
FontName = "Arial"
FontSize = 8
FgColor = "255 170 0 255"
BgColor = "0 0 0 141"
FgColorArmed = "255 255 255 255"
BgColorArmed = "255 170 0 67"
// Research area, pop-up text for action buttons
//SchemeName = "MiddleHelpScheme"
//FontName = "Helvetica"
//FontSize = 14
//FgColor = "172 244 255 255"
//BgColor = "0 0 0 0"
// Make the logout button obvious
//SchemeName = "LogoutButtonScheme"
//FontName = "Arial"
//FontSize = 34
//FgColor = "255 255 255 255"
//BgColor = "0 0 0 0"

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// Automatically generated file. Last created 02/07/05, 23:08:45.
// Integer data
#define kAcidRocketDamage 25
#define kAcidRocketRadius 165
#define kActiveNodesMessageUpdateTime 0
#define kAdvArmoryHealth 4000
#define kAlienCelerityBonus 25
#define kAlienChamberMaxPlayers 3
#define kAlienFlashlightRange 200
#define kAlienResourceTowerBuildTime 20
#define kAlienResourceTowerCost 15
#define kAlienResourceTowerHealth 2500
#define kAlienResourceTowerSoundDelayTime 60
#define kAlienRespawnPlayerModifier 6
#define kAlienRespawnTime 7
#define kAmmoCost 1
#define kArmorDropRange 300
#define kArmorOneResearchCost 20
#define kArmorOneResearchTime 60
#define kArmorThreeResearchCost 40
#define kArmorThreeResearchTime 120
#define kArmorTwoResearchCost 30
#define kArmorTwoResearchTime 90
#define kArmoryBuildDistance 300
#define kArmoryBuildTime 15
#define kArmoryCost 10
#define kArmoryHealth 2400
#define kArmoryUpgradeCost 30
#define kArmoryUpgradeTime 180
#define kArmsLabBuildTime 19
#define kArmsLabCost 25
#define kArmsLabHealth 2200
#define kBalanceAverageTeamSize 6
#define kBalanceFuncResourceTime 15
#define kBalanceHiveDistance 2500
#define kBalanceNodeDistance 1200
#define kBalanceNumGorges 1
#define kBasePlayerSpeed 150
#define kBileBombDamage 200
#define kBileBombRadius 200
#define kBite2Damage 60
#define kBiteDamage 75
#define kBiteRange 60
#define kBuildingVisibilityRadius 1000
#define kCatalystCost 3
#define kCatalystDuration 8
#define kCatalystResearchCost 20
#define kCatalystResearchTime 40
#define kChargeDamage 320
#define kClawsDamage 90
#define kCombatBaseExperience 100
#define kCombatBaseRespawnTime 5
#define kCombatExperienceBaseAward 60
#define kCombatExperienceCrowdAward 10
#define kCombatExperienceLevelAward 10
#define kCombatFriendlyNearbyRange 500
#define kCombatLevelHealthIncrease 0
#define kCombatLevelSpeedIncrease 10
#define kCombatLevelupArmorIncreasePercent 0
#define kCombatLevelupHealthIncreasePercent 0
#define kCombatMaxPlayersPerWave 5
#define kCombatObjectiveExperienceScalar 600
#define kCombatRespawnScalar 9
#define kCombatSpawnClips 2
#define kCombatThresholdRespawnTime 3
#define kCombatThresholdTeamSize 8
#define kCombatTimeLimit 300
#define kCombatWeaponStayTime 0
#define kCommandStationBuildDistance 400
#define kCommandStationBuildTime 15
#define kCommandStationCost 20
#define kCommandStationHealth 10000
#define kCommandStationReuseTime 5
#define kCommanderPlayerSpeed 4000
#define kCustomIconColorLength 3
#define kCustomIconNameLength 5
#define kDebugAnimations 1
#define kDebugServerCaching 1
#define kDebugShowEntityLog 1
#define kDefenseChamberBuildTime 20
#define kDefenseChamberCost 10
#define kDefenseChamberHealth 1200
#define kDefenseChamberThinkInterval 2
#define kDefensiveChamberHealRange 400
#define kDefensiveChamberRegenAmount 10
#define kDevourDamage 3
#define kDevourRange 100
#define kDistressBeaconCost 15
#define kDistressBeaconRange 600
#define kDistressBeaconTime 3
#define kDivineWindDamage 200
#define kDivineWindRadius 500
#define kElectricalDamage 20
#define kElectricalMaxTargets 2
#define kElectricalRange 200
#define kElectricalUpgradeResearchCost 30
#define kElectricalUpgradeResearchTime 30
#define kEnsnareTime 2
#define kEvolutionCost 0
#define kEvolutionGestateTime 2
#define kFadeArmorUpgrade 100
#define kFadeBaseArmor 150
#define kFadeBaseSpeed 240
#define kFadeCost 50
#define kFadeGestateTime 23
#define kFadeHealth 300
#define kFootstepFadeScalar 1300
#define kFootstepGorgeScalar 500
#define kFootstepHeavyScalar 1020
#define kFootstepLerkScalar 1000
#define kFootstepMarineScalar 800
#define kFootstepOnosScalar 1200
#define kFootstepSkulkScalar 800
#define kFuncResourceInjectionAmount 1
#define kFuncResourceInjectionTime 4
#define kGGMaxAmmo 30
#define kGGMaxClip 4
#define kGameDownloadSize 150
#define kGameHDSpaceNeeded 300
#define kGameVersionMajor 3
#define kGameVersionMinor 0
#define kGestateBaseArmor 150
#define kGestateHealth 200
#define kGorgeArmorUpgrade 50
#define kGorgeBaseArmor 50
#define kGorgeBaseSpeed 170
#define kGorgeCost 10
#define kGorgeGestateTime 17
#define kGorgeHealth 150
#define kGrenDetonateTime 2
#define kGrenadeDamage 125
#define kGrenadeForce 800
#define kGrenadeLauncherCost 15
#define kGrenadeRadius 350
#define kGrenadesResearchCost 20
#define kGrenadesResearchTime 45
#define kHGDamage 20
#define kHGMaxAmmo 30
#define kHGMaxClip 10
#define kHMGCost 15
#define kHMGDamage 20
#define kHMGMaxAmmo 250
#define kHMGMaxClip 125
#define kHandGrenadeDamage 100
#define kHandGrenadeMaxAmmo 1
#define kHealingSprayBuildableScalar 5
#define kHealingSprayDamage 13
#define kHealingSprayPlayerPercent 4
#define kHealthCost 2
#define kHealthResearchCost 15
#define kHealthResearchTime 20
#define kHeavyArmorAbsorbPercent 95
#define kHeavyArmorCost 15
#define kHeavyArmorResearchCost 40
#define kHeavyArmorResearchTime 100
#define kHiveBuildTime 180
#define kHiveCost 40
#define kHiveHealRadius 500
#define kHiveHealth 7000
#define kHiveRegenerationAmount 2
#define kInfantryPortalBuildTime 10
#define kInfantryPortalCost 20
#define kInfantryPortalHealth 2500
#define kJetpackCost 15
#define kJetpacksResearchCost 35
#define kJetpacksResearchTime 50
#define kKNDamage 30
#define kKillRewardMax 3
#define kKillRewardMin 1
#define kLeapDamage 80
#define kLerkArmorUpgrade 30
#define kLerkBaseArmor 30
#define kLerkBaseSpeed 175
#define kLerkCost 30
#define kLerkGestateTime 20
#define kLerkHealth 125
#define kMGDamage 10
#define kMGMaxAmmo 250
#define kMGMaxClip 50
#define kMarineArmorUpgrade 60
#define kMarineBaseArmor 25
#define kMarineBaseHeavyArmor 200
#define kMarineHealth 100
#define kMarineHeavyArmorUpgrade 90
#define kMarineRespawnTime 10
#define kMarineSpawnClips 2
#define kMaxEnsnareTime 5
#define kMaxMarineEntitiesAllowedInRadius 50
#define kMaxTeamStrands 30
#define kMetabolizeHealAmount 20
#define kMetabolizeResourceCost 0
#define kMineCost 10
#define kMineDamage 125
#define kMineHealth 20
#define kMineMaxAmmo 4
#define kMineMaxAmmoCombat 1
#define kMineRadius 300
#define kMotionTrackingResearchCost 35
#define kMotionTrackingResearchTime 100
#define kMovementChamberBuildTime 12
#define kMovementChamberCost 10
#define kMovementChamberEnergyRange 500
#define kMovementChamberHealth 1000
#define kMovementChamberThinkInterval 2
#define kNumInitialAlienPoints 25
#define kNumInitialMarinePoints 100
#define kNumSameAlienStructuresAllowedInRadius 8
#define kNumWebsAllowedInRadius 8
#define kObservatoryBuildTime 15
#define kObservatoryCost 20
#define kObservatoryHealth 1700
#define kObservatoryXYDetectionRadius 900
#define kOffenseChamberBuildTime 11
#define kOffenseChamberCost 10
#define kOffenseChamberDamage 20
#define kOffenseChamberHealth 1000
#define kOnosArmorUpgrade 350
#define kOnosBaseArmor 600
#define kOnosBaseSpeed 240
#define kOnosCost 75
#define kOnosGestateTime 38
#define kOnosHealth 700
#define kOrganicStructureHealRate 5
#define kParasiteDamage 10
#define kPhaseGateBuildTime 12
#define kPhaseGateCost 15
#define kPhaseGateHealth 3000
#define kPhaseTechResearchCost 15
#define kPhaseTechResearchTime 45
#define kPheromonesBaseDistance 500
#define kPheromonesLevelDistance 200
#define kPointsPerHealth 50
#define kPrimalScreamRange 500
#define kPrototypeLabBuildTime 20
#define kPrototypeLabCost 40
#define kPrototypeLabHealth 4000
#define kRecycleTime 20
#define kResourceTowerActivateTime 2
#define kResourceTowerBuildDistanceTolerance 250
#define kResourceTowerBuildTime 15
#define kResourceTowerCost 15
#define kResourceTowerHealth 6000
#define kSGBulletsPerShot 10
#define kSGDamage 17
#define kSGMaxAmmo 40
#define kSGMaxClip 8
#define kScanDuration 10
#define kScanEnergyCost 20
#define kScanRadius 800
#define kScentOfFearRadiusPerLevel 600
#define kScoringAlienUpgradeChamberValue 2
#define kScoringCCValue 5
#define kScoringHiveValue 8
#define kScoringKillPlayer 1
#define kScoringKillPlayerFade 4
#define kScoringKillPlayerGorge 2
#define kScoringKillPlayerHA 4
#define kScoringKillPlayerJetpack 3
#define kScoringKillPlayerLerk 3
#define kScoringKillPlayerOnos 5
#define kScoringMarineBuildableValue 2
#define kScoringResourceTowerValue 3
#define kScoringSiegeValue 3
#define kScoringTurretValue 2
#define kSensoryChamberBuildTime 14
#define kSensoryChamberCost 10
#define kSensoryChamberHealth 800
#define kSensoryChamberRange 750
#define kSentryBuildTime 7
#define kSentryCost 10
#define kSentryDamage 10
#define kSentryHealth 1300
#define kShotgunCost 10
#define kSiegeBuildTime 10
#define kSiegeCost 15
#define kSiegeDamage 330
#define kSiegeHealth 2000
#define kSiegeROF 4
#define kSiegeTurretRange 1100
#define kSkulkArmorUpgrade 20
#define kSkulkBaseArmor 10
#define kSkulkBaseSpeed 290
#define kSkulkCost 0
#define kSkulkGestateTime 7
#define kSkulkHealth 70
#define kSpikeDamage 16
#define kSpitGDamage 30
#define kSporeCloudRadius 225
#define kSporeCloudTime 6
#define kSporeDamage 7
#define kStompRadius 250
#define kSwipeDamage 80
#define kTurretFactoryBuildDistance 400
#define kTurretFactoryBuildTime 13
#define kTurretFactoryCost 10
#define kTurretFactoryHealth 3000
#define kTurretFactoryUpgradeCost 15
#define kTurretFactoryUpgradeTime 15
#define kTurretRange 800
#define kUmbraCloudDuration 3
#define kUmbraCloudRadius 225
#define kUmbraEffectiveness 1
#define kUnencumberedPlayerSpeed 220
#define kWeaponStayTime 30
#define kWeaponsOneResearchCost 20
#define kWeaponsOneResearchTime 60
#define kWeaponsThreeResearchCost 40
#define kWeaponsThreeResearchTime 120
#define kWeaponsTwoResearchCost 30
#define kWeaponsTwoResearchTime 90
#define kWelderCost 5
#define kWelderDamage 4
#define kWelderRange 90
#define kWelderRepairRate 60
// Float data (up to three decimal places)
#define kAcidRocketEnergyCost 0.10
#define kAcidRocketForceScalar 0.05
#define kAcidRocketROF 1.00
#define kAdrenalineEnergyPercentPerLevel 0.33
#define kAirspeedMultiplier 3.00
#define kAlertExpireTime 20.00
#define kAlienArmorLevelOne 0.20
#define kAlienArmorLevelThree 0.60
#define kAlienArmorLevelTwo 0.40
#define kAlienEnergyRate 0.08
#define kAlienInnateRegenerationPercentage 0.02
#define kAlienRegenerationPercentage 0.03
#define kAlienRegenerationTime 2.00
#define kAlienRespawnTimeModifier 0.30
#define kArmorAbsorptionBase 0.30
#define kArmorAbsorptionPerExtraHive 0.10
#define kArmorValueBase 0.50
#define kArmorValueNonAlien 2.00
#define kArmorValuePerHive 0.50
#define kAudioAlertInterval 6.00
#define kBileBombEnergyCost 0.22
#define kBileBombROF 1.50
#define kBite2EnergyCost 0.05
#define kBite2ROF 0.64
#define kBiteEnergyCost 0.05
#define kBiteROF 0.80
#define kBlinkEnergyCost 0.04
#define kBlinkROF 0.05
#define kCarapaceSlowFactor 0.00
#define kCatalystDamagePercent 0.25
#define kCatalystROFFactor 0.25
#define kCatalystSpeedIncrease 0.25
#define kChargeEnergyCost 0.07
#define kChargingEnergyScalar 2.80
#define kClawsEnergyCost 0.07
#define kClawsROF 0.90
#define kCloakTime 6.00
#define kCombatAdditiveRespawnTime 2.00
#define kCombatDistressBeaconDeadPercentage 0.70
#define kCombatExperienceAlienGrowthRate 0.00
#define kCombatHealExperienceScalar 0.33
#define kCombatIronManExperienceScalar 3.00
#define kCombatLevelExperienceModifier 0.50
#define kCombatModeGestationTimeScalar 0.40
#define kCombatModeTimeScalar 0.20
#define kCombatResupplyAmmoPercentage 0.40
#define kCombatResupplyHealthPercentage 1.00
#define kCombatSpawnPercentage 0.25
#define kCombatThinkInterval 3.00
#define kDebugPVSCoherencyTime 1.00
#define kDevourEnergyCost 0.20
#define kDevourROF 2.00
#define kDigestingSpeedFactor 0.90
#define kDivineWindEnergyCost 0.70
#define kDivineWindROF 2.00
#define kDrawAmount 1.00
#define kDrawMaxInterval 5.00
#define kDrawMinInterval 2.00
#define kElectricalEnergyLoss 0.33
#define kEnsnareMaximumSpeedFactor 0.60
#define kEnsnareMinimumSpeedFactor 0.10
#define kExplodeMaxVerticalSpeed 200
#define kExplodeMaxHorisontalSpeed 400
#define kFocusDamageUpgradePercentPerLevel 0.33
#define kFocusROFPercentSlowdownPerLevel 0.50
#define kGGROF 1.20
#define kGrenadeLauncherBaseReloadTime 1.10
#define kGrenadeLauncherEndReloadTime 1.10
#define kGrenadeLauncherGrenadeReloadTime 1.10
#define kHGROF 0.20
#define kHMGROF 0.10
#define kHandGrenadePrimeTime 1.00
#define kHealingSprayEnergyCost 0.15
#define kHealingSprayROF 1.60
#define kHeavySpeedMultiplier 0.95
#define kHiveRegenerationPercentage 0.15
#define kJetpackSpeedMultiplier 0.95
#define kJoinTeamCooldown 3.00
#define kKNROF 0.65
#define kLeapEnergyCost 0.25
#define kLerkBaseAscendSpeedMax 600.00
#define kMGROF 0.10
#define kMarineArmorLevelOne 0.20
#define kMarineArmorLevelThree 0.60
#define kMarineArmorLevelTwo 0.40
#define kMetabolizeDamageEnergyFactor 0.50
#define kMetabolizeEnergyAmount 0.35
#define kMetabolizeEnergyCost 0.25
#define kMetabolizeROF 2.90
#define kMetabolizeSpeedFactor 1.00
#define kMinMarineBuildDistance 60.00
#define kMinMarinePlayerBuildDistance 16.50
#define kMovementChamberEnergyAmount 0.25
#define kOrderIconDrawSize 30.00
#define kParasiteEnergyCost 0.30
#define kParasiteROF 0.50
#define kPhaseGateDelay 2.00
#define kPhaseGateDepartureInterval 0.80
#define kPrimalScreamDamageModifier 0.30
#define kPrimalScreamDuration 4.00
#define kPrimalScreamEnergyCost 0.45
#define kPrimalScreamEnergyFactor 0.60
#define kPrimalScreamROF 5.00
#define kPrimalScreamROFFactor 0.30
#define kRecycleResourcePercentage 0.50
#define kRecloakTime 3.0f
#define kRedemptionChance 0.45
#define kRedemptionThreshold 0.40
#define kReinforcementMinimumWaitLevelScalar 0.20
#define kReinforcementMinimumWaitScalar 0.50
#define kResupplyTime 0.90
#define kSGROF 1.30
#define kShotgunDamageRange 500.00
#define kSilenceLevel1Volume 0.50
#define kSilenceLevel2Volume 0.15
#define kSilenceLevel3Volume 0.00
#define kSpikeEnergyCost 0.03
#define kSpikeROF 0.40
#define kSpitEnergyCost 0.12
#define kSpitROF 0.80
#define kSporeCloudThinkInterval 0.50
#define kSporeROF 2.00
#define kSporesEnergyCost 0.35
#define kStompEnergyCost 0.30
#define kStompROF 1.50
#define kStompTime 1.00
#define kSwipeEnergyCost 0.06
#define kSwipeROF 0.95
#define kTouchDamageInterval 0.05
#define kTurretBaseRateOfFire 0.70
#define kTurretTrackingRate 1.60
#define kUmbraEnergyCost 0.30
#define kUmbraROF 1.00
#define kUncloakTime 0.50
#define kWeaponDamageLevelOne 0.10
#define kWeaponDamageLevelThree 0.30
#define kWeaponDamageLevelTwo 0.20
#define kWebEnergyCost 0.18
#define kWebSpinnerROF 0.50
#define kWelderBuildingModifier 1.00
#define kWelderPlayerModifier 0.50
#define kWelderROF 0.40

BIN
main/ResetGamma.exe Normal file

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main/SteamifyTitles.pl Normal file
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#
# Updates titles.txt to Steam format. Written by Charlie Cleveland.
#
local ($kVersion, $inputFilename, $modName, $languageName, $numTranslationsFound, $outputFilename, %translationData);
#
# Constants
#
$kVersion = "v1.0";
$inputFilename = "";
$modName = "";
$languageName = "";
$numTranslationsFound = 0;
$outputFilename = "";
sub Main;
Main();
sub Main
{
print "\nRunning SteamifyTitles $kVersion by Charlie Cleveland (flayra\@overmind.org)\n\n";
# Read mod name, input filename and language name
$numArgs = $#ARGV + 1;
if($numArgs < 3)
{
print "Usage: <input titles.txt> <mod name> <language name> <optional \"y\" if you want to convert input titles.txt>";
print "Run from within your mod directory.\n"
}
else
{
# Parse arguments
$inputFilename = $ARGV[0];
$modName = $ARGV[1];
$languageName = $ARGV[2];
$convertTitles = 0;
if($numArgs > 3)
{
if($ARGV[3] == "y")
{
$convertTitles = 1;
}
}
#print "\nReading $inputFilename, for mod $modName, in language $languageName...\n";
# Read in file name specified on command line
print "Reading old titles from $inputFilename.\n";
open(INFILE, $inputFilename) or die "Couldn't open $inputFilename for reading.\n";
# Read all data into one string
local $/;
my $theData = <INFILE>;
#print $theData;
#while( $theData =~ m/ (\w+) \s* \{(.*?)\} /sgx)
while( $theData =~ m/ (\w+) \s* \{(.*?)\} /sgx)
{
my $theKey = $1;
my $theUntrimmedValue = $2;
if($theUntrimmedValue =~ s/(.*?)\n+/ /g)
{
my $theTrimmedData = $1;
# Skip comments?
#if(index($theKey, "//") != -1)
#{
# print "Skipping line: \"$theKey\" = \"$theTrimmedData\"\n";
#}
#else
#{
#print "Found pair: \"$theKey\" = \"$theTrimmedData\"\n";
$translationData{$theKey} = $theTrimmedData;
$numTranslationsFound++;
#}
}
}
close(INFILE);
print "Found $numTranslationsFound translations.\n";
if($numTranslationsFound > 0)
{
# Open file for writing as resource/modname_language.txt
$outputFilename = lc("resource/$modName") . "_" . lc($languageName) . ".txt";
print "Writing $outputFilename.\n";
open(OUTFILE, ">$outputFilename") or die "Couldn't open file $outputFilename for writing.\n";
my $kLineDelimiter = "\n";
my $kLineSpaceDelimiter = " \n";
my $kPairSeparator = "\t\t\t";
# Write "lang" tag
print OUTFILE "\"lang\"$kLineSpaceDelimiter";
my $caseProperLanguage = lc($languageName);
$caseProperLanguage = ucfirst($caseProperLanguage);
# Write "Language" tag
print OUTFILE "{$kLineSpaceDelimiter";
print OUTFILE "\"Language\"$kPairSeparator\"$caseProperLanguage\"$kLineSpaceDelimiter";
# Write "Tokens" tag
print OUTFILE "\"Tokens\"$kLineSpaceDelimiter\{$kLineSpaceDelimiter";
# For each translation pair
my $key;
my $value;
# sort( keys( %hash ))
#while(($key, $value) = each %translationData)
foreach my $key ( sort(keys(%translationData)))
{
my $value = $translationData{$key};
# Substitute any " for ', or HL stops reading the translation file
$value =~ s/\"/\'/g;
if(length($value) == 0)
{
print (" Skipping empty entry for \"$key\"\n");
}
else
{
my $theOutputString = "\"$key\"$kPairSeparator\"$value\"$kLineDelimiter";
#print $theOutputString;
print OUTFILE $theOutputString;
}
}
# Write ending braces
print OUTFILE "}$kLineSpaceDelimiter";
print OUTFILE "}$kLineSpaceDelimiter";
print OUTFILE "$kLineDelimiter$kLineDelimiter$kLineDelimiter";
# close output file
#print("Closing $outputFilename...");
close(OUTFILE);
# if we're writing new titles.txt
if($convertTitles == 1)
{
my $newTitlesName = "titles.txt";
print("Writing $newTitlesName in VGUI2 format...");
open(TITLESFILE, ">$newTitlesName") or die "Couldn't open $newTitlesName for writing.\n";
foreach my $key ( sort(keys(%translationData)))
{
print TITLESFILE "$key\n";
print TITLESFILE "\{\n\#$key\n\}\n\n";
}
print "done.\n";
close(TITLESFILE);
}
print "Done. Don't forget to save \"$outputFilename\" as Unicode using Notepad before using.\n";
}
}
}

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; HL client code
source/external/vgui/include/*.*
source/external/vgui/lib/win32_vc6/*.*
; Misc client code
source/utils/vgui/include/*.*
source/utils/vgui/lib/win32_vc6/*.*
; NS client code
source/cl_dll/*.*
source/cl_dll/hl/*.*
source/fmod/inc/*.*
source/fmod/lib/*.*
source/ui/*.*

242
main/assets-common.txt Normal file
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; Note: Its probably best to keep the server-side pretty much identicle as the client.
; Code
cl_dlls/client.dll
dlls/ns.dll
dlls/ns_i386.so ; This is not needed or desired on the client, but this new system doesn't easily allow its removal
; Events
events/*.*
; GFX
gfx/*.*
; Manual
;manual/*.html
;manual/css/*.css
;manual/images/design/*.gif
;manual/images/design/red/*.gif
;manual/images/evolutions/*.gif
;manual/images/images/*.gif
;manual/images/images/*.jpg
;manual/images/tech/*.gif
;manual/images/tech_10/*.gif
;manual/images/titles/*.gif
; Media
media/*.*
music/*.*
; Models
models/player/*.*
models/acidrocket.mdl
models/b_*.mdl
models/ba_*.mdl
models/bilebomb.mdl
models/grenade.mdl
models/hive.mdl
models/hivet.mdl
models/null.mdl
models/p_*.mdl
models/parasite.mdl
models/player.mdl
models/pshell.mdl ; Still needed?
models/shell.mdl ; Causing strange errors with mp_consistency, so include it for safety
models/shotshell.mdl
models/stomp.mdl
models/spike.mdl
models/v_*.mdl
models/w_*.mdl
models/holo*.mdl ; Utility models from Merks, that he thought others would want to use
models/agibs.mdl
models/hgibs.mdl
; Sound
sound/hud/*.wav
sound/UI/*.wav
sound/materials.txt
sound/ambience/*.mp3
sound/ambience/*.wav
sound/buttons/button*.wav
sound/common/wpn_*.wav
;sound/debris/*.wav
sound/doors/*.wav
sound/fans/*.wav
sound/items/*.wav
sound/misc/*.wav
sound/plats/*.wav
sound/player/*.wav
sound/turret/*.wav
sound/vox/asay*.wav
sound/vox/sack*.wav
sound/vox/sreq*.wav
sound/vox/ssay*.wav
sound/weapons/*.wav
; Sprites
sprites/hud.txt
sprites/weapon_*.txt
sprites/320*.spr
sprites/640*.spr
sprites/acidsplash.spr
sprites/aliennode.spr
sprites/bacteria.spr
sprites/bilebomb.spr
sprites/bigspit.spr
sprites/blank.spr
sprites/blink.spr
sprites/blink2.spr
sprites/blip*.spr
sprites/blueball.spr
sprites/blueball2.spr
sprites/bluespark.spr
sprites/bubble.spr
sprites/bubble2.spr
sprites/buildcircle.spr
sprites/camera.spr
sprites/chamberdeath.spr
sprites/commandbutton.spr
sprites/commandstatus.spr
sprites/flare1.spr
sprites/flare2.spr
sprites/flare3.spr
sprites/flare6.spr
sprites/green.spr
sprites/hack.spr
sprites/haze.spr
sprites/hivehealth.spr
sprites/lightsmoke.spr
sprites/muzzleflash1.spr
sprites/muzzleflash2.spr
sprites/muzzleflash3.spr
sprites/nsteleport.spr
sprites/pheromone.spr
sprites/raindrop.spr
sprites/raindrop2.spr
sprites/reticle.spr
sprites/spikehit.spr
sprites/spithit.spr
sprites/spore.spr
sprites/spore2.spr
sprites/steam1.spr
sprites/stomp.spr
sprites/tile.spr
sprites/tinyspit.spr
sprites/turretsmoke.spr
sprites/umbra.spr
sprites/umbra2.spr
sprites/upgrades.spr
sprites/voiceicon.spr
sprites/wallpuff.spr
sprites/webprojectile.spr
sprites/webstrand.spr
sprites/welddrip.spr
sprites/weldsmoke.spr
sprites/white.spr
sprites/xhair*.spr
sprites/xspark1.spr
sprites/xspark4.spr
sprites/techtree/tech*.spr
sprites/640experience.spr
sprites/320experience.spr
sprites/alert.spr
sprites/aliencursor.spr
sprites/b-build.spr
sprites/b-health.spr
sprites/ba-build.spr
sprites/ba-health.spr
sprites/cursors.spr
sprites/digesting.spr
sprites/dustlight.spr
sprites/comm-blip.spr
sprites/fov.spr
sprites/hiveinfo.spr
sprites/helpicons.spr
sprites/hera_fog.spr
sprites/hudorder.spr
;sprites/iflag*.spr
sprites/iplayer*.spr
sprites/itech.spr
sprites/logout.spr
sprites/mainhud.spr
sprites/marinenode.spr
sprites/membrane.spr
sprites/ns.spr
;sprites/overwatch-aim.spr
;sprites/overwatch-center.spr
;sprites/overwatch-target.spr
sprites/scan.spr
sprites/selectall.spr
sprites/small640alienconnector.spr
sprites/structurescursor.spr
sprites/topdownbg.spr
sprites/topdownbottom.spr
sprites/topdowntop.spr
; New font rendering
sprites/font_aria*.*
; Avoid verbose Steam problems
sprites/ch_sniper.spr
; Resources
resource/*.tga
resource/*.res
resource/*.txt
resource/background/*.tga
;resource/sound/UI/*.wav
; Misc.
1024_textscheme.txt
1152_textscheme.txt
1280_textscheme.txt
1600_textscheme.txt
320_textscheme.txt
400_textscheme.txt
512_textscheme.txt
640_textscheme.txt
800_textscheme.txt
Balance.txt
cached.wad
config.cfg
custom.hpk
decals.wad
delta.lst
english_titles.txt
fmod.dll
french_titles.txt
gamma_tune.exe
german_titles.txt
gfx.wad
hallwall_1.wad
liblist.gam
listenserver.cfg
mapcycle.txt
motd.txt
ns-hltv.bat
ns-hltv.cfg
ns-hltv.tga
ns.fgd
ns.ico
ns.ps
ns.qrk
ns.wad
ns2.wad
nshulls.txt
readme.txt
ResetGamma.exe
server.cfg
settings.scr
skill.cfg
spanish_titles.txt
spraypaint.wad
tempdecal.wad
titles.txt
turkish_titles.txt
ui.txt
user.scr
userconfig.cfg
voice_ban.dt
v_wad.wad
wall_lab.wad

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*.idb
*.pcb
*.pch
*.pdb
*.obj
*.plg
source/doc/*.*

160
main/assets-maps.txt Normal file
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;
;Classic Maps
;
; ns_altair
maps/ns_altair.*
sprites/minimaps/ns_altair.spr
; ns_ayumi
ns_ayumi.wad
maps/ns_ayumi.*
sound/ns_ayumi/*.*
sprites/minimaps/ns_ayumi.spr
sprites/ns_ayumi/*.spr
; ns_bast
ns_bast.wad
maps/ns_bast.*
models/ns_bast/*.mdl
sprites/minimaps/ns_bast.spr
sprites/ns_bast/*.spr
; ns_caged
maps/ns_caged.*
sound/ns_caged/*.wav
sprites/minimaps/ns_caged.spr
; ns_eclipse
ns_eclipse.wad
maps/ns_eclipse.*
sprites/minimaps/ns_eclipse.spr
; ns_eon
ns_eon.wad
maps/ns_eon.*
sprites/minimaps/ns_eon.spr
; ns_hera
ns_hera.wad
maps/ns_hera.*
models/ns_hera/*.mdl
models/chair1.mdl
sprites/minimaps/ns_hera.spr
sprites/hera_fog.spr
; ns_lost
ns_lost.wad
maps/ns_lost.*
sound/ns_lost/*.mp3
sprites/minimaps/ns_lost.spr
; ns_metal
ns_metal.wad
maps/ns_metal.*
;models/ns_metal/*.mdl
sprites/minimaps/ns_metal.spr
sprites/ns_metal/*.spr
; ns_nancy
ns_nancy.wad
maps/ns_nancy.*
models/ns_nancy/*.mdl
sound/ns_nancy/*.wav
sprites/minimaps/ns_nancy.spr
; ns_nothing
ns_nothing.wad
maps/ns_nothing.*
models/ns_nothing/*.mdl
sprites/minimaps/ns_nothing.spr
sprites/ns_nothing/*.spr
; ns_origin
maps/ns_origin.*
models/ns_origin/*.mdl
sound/ns_origin/*.wav
sprites/minimaps/ns_origin.spr
; ns_tanith
ns_tanith.wad
maps/ns_tanith.*
models/ns_tanith/*.mdl
sprites/minimaps/ns_tanith.spr
sprites/ns_tanith/*.spr
; ns_veil
maps/ns_veil.*
sprites/minimaps/ns_veil.spr
;
; Combat Maps
;
; co_angst
maps/co_angst.*
sprites/minimaps/co_angst.spr
; co_core
maps/co_core.*
sprites/minimaps/co_core.spr
; co_daimos
maps/co_daimos.*
sprites/minimaps/co_daimos.spr
sound/co_daimos/*.wav
models/co_daimos/*.mdl
; co_faceoff
maps/co_faceoff.*
sprites/minimaps/co_faceoff.spr
; co_niveus
co_niveus.wad
maps/co_niveus.*
sound/co_niveus/*.wav
models/co_niveus/*.mdl
sprites/co_niveus/*.spr
gfx/env/arcn*.tga
; co_pulse
maps/co_pulse.*
sprites/minimaps/co_pulse.spr
;co_kestrel
co_kestrel.wad
maps/co_kestrel.*
sound/co_kestrel/*.wav
models/co_kestrel/*.mdl
sprites/minimaps/co_kestrel.spr
; co_sava
maps/co_sava.*
sound/co_sava/*.wav
models/co_sava/*.mdl
; co_ulysses
maps/co_ulysses.*
sound/co_ulysses/*.wav
sprites/minimaps/co_ulysses.spr
sprites/co_ulysses/*.spr

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; List of files to zip
; CURL
source/curl/*.*
;source/curl/docs/*.*
;source/curl/docs/examples/*.*
;source/curl/docs/libcurl/*.*
source/curl/include/*.*
source/curl/lib/*.*
source/curl/packages/*.*
source/curl/packages/Linux/*.*
source/curl/packages/Linux/RPM/*.*
source/curl/packages/Win32/*.*
source/curl/packages/Win32/cygwin/*.*
;source/curl/src/*.*
;source/curl/tests/*.*
;source/curl/tests/data/*.*
;curl/tests/libtest/*.*
;source/curl/tests/server/*.*
; HL server code
source/dlls/*.h
source/dlls/*.cpp
source/dlls/*.def
source/dlls/*.dsp
; NS server code
source/linux/Makefile
source/linux/build-curl.sh
source/textrep/*.*
; stlport
source/stlport/*.
source/stlport/etc/*.
source/stlport/etc/*.*
source/stlport/src/*.*
source/stlport/stlport/*.
source/stlport/stlport/*.*
source/stlport/stlport/stl/*.*
source/stlport/stlport/stl/wrappers/*.*
source/stlport/stlport/config/*.*
source/stlport/stlport/using/*.
source/stlport/stlport/using/h/*.*
; TODO: UPP
;source/upp/common/*.h
;source/upp/*.h
;source/upp/common/DataObjects/*.*
;source/upp/common/MultiThreading/*.*
;source/upp/common/*.*
;source/upp/common/*.*
;source/upp/common/*.*
; HPB_bot server
source/HPB_bot/dlls/*.cfg
source/HPB_bot/dlls/*.dsp
source/HPB_bot/dlls/*.h
source/HPB_bot/dlls/*.cpp
source/HPB_bot/dlls/*.dsw
source/HPB_bot/dlls/makefile*
source/HPB_bot/dlls/*.dat
source/HPB_bot/engine/*.h
source/HPB_bot/exports/*.c
source/HPB_bot/exports/*.dsp
; Install .sh
*.sh

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; HL shared code
source/common/*.*
source/dlls/wpn_shared/*.*
source/engine/*.h
source/game_shared/*.h
source/game_shared/*.cpp
source/pm_shared/*.h
source/pm_shared/*.cpp
; NS shared code
Balance.txt
source/build.h
source/localassert.h
source/StratHL.dsw
source/types.h
source/lua/*.dsp
source/lua/etc/*.c
source/lua/include/*.h
source/lua/src/*.h
source/lua/src/*.c
source/lua/src/lib/*.c
source/lua/src/lua/*.c
source/mod/*.h
source/mod/*.cpp
source/particles/*.cpp
source/particles/*.h
source/particles/*.dsp
source/util/*.*
source/utils/common/*.h
source/utils/common/*.c
source/utils/sprgen/*.h
source/utils/sprgen/*.c
source/utils/sprgen/*.dsp
source/utils/sprgen/*.dsw

3
main/backupserversrc.bat Normal file
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@echo off (subdirs, prompt for password <-s>, date)
c:\"program files"\Winzip\wzzip.exe -P -s -r -ex NS-server-src.zip @assets-shared-source.txt @assets-server-source.txt -x@assets-ignore-source.txt

4
main/backupsrc.bat Normal file
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@echo off (subdirs, prompt for password <-s>, date)
REM c:\"program files"\Winzip\wzzip.exe -p -r -s -ex NS-src.zip @SourceAssets.txt
c:\"program files"\Winzip\wzzip.exe -P -r -s -ex NS-full-src.zip @assets-client-source.txt @assets-shared-source.txt @assets-server-source.txt -x@assets-ignore-source.txt

16
main/build-linux.sh Normal file
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#!/bin/sh
export CC=gcc-2.95
export CPP=cpp-2.95
export CXX=g++-2.95
rm -R source -f
mkdir source
cd source
unzip -a ../NS-server-src.zip
cd source/curl
dos2unix *
chmod u+rwx *
./configure --build=i386-linux
make clean
make
cd ../linux
make

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main/builddiff.bat Normal file
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@echo off (subdirs, prompt for password <-s>, date)
c:\"Program Files"\Winzip\wzzip.exe -P -r -ex -t100105 NS-diff.zip @assets-common.txt @assets-maps.txt

2
main/buildfull.bat Normal file
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@echo off (subdirs, prompt for password <-s>, date)
c:\"program files"\Winzip\wzzip.exe -P -r -ex NS-full.zip @assets-common.txt @assets-maps.txt

3
main/buildfullserver.bat Normal file
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@echo off (subdirs, prompt for password <-s>, date)
c:\"program files"\Winzip\wzzip.exe -P -r -ex NS-full-server.zip @assets-server.txt @assets-ns_agora.txt @assets-ns_ayumi.txt @assets-ns_caged.txt @assets-ns_eclipse.txt @assets-ns_hera.txt @assets-ns_lost.txt @assets-ns_metal.txt @assets-ns_mineshaft.txt @assets-ns_nancy.txt @assets-ns_nothing.txt @assets-ns_origin.txt @assets-ns_tanith.txt @assets-ns_veil.txt @assets-combat.txt
move NS-full-server.zip c:\download

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main/config.cfg Normal file
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// This file is overwritten whenever you change your user settings in the game.
// Add custom configurations to the file "userconfig.cfg".
unbindall
bind "TAB" "+showscores"
bind "ENTER" "messagemode"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "'" "+moveup"
bind "+" "sizeup"
bind "," "impulse 123"
bind "-" "sizedown"
bind "." "impulse 124"
bind "/" "impulse 125"
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind ";" "+mlook"
bind "=" "sizeup"
bind "[" "invprev"
bind "]" "invnext"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "c" "+showmap"
bind "d" "+moveright"
bind "e" "+use"
bind "f" "impulse 100"
bind "g" "impulse 3"
bind "l" "impulse 105"
bind "q" "lastinv"
bind "r" "+reload"
bind "s" "+back"
bind "t" "impulse 201"
bind "u" "messagemode2"
bind "v" "impulse 9"
bind "w" "+forward"
bind "x" "impulse 81"
bind "y" "messagemode"
bind "z" "impulse 80"
bind "~" "toggleconsole"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "ALT" "+voicerecord"
bind "CTRL" "+duck"
bind "SHIFT" "+speed"
bind "F1" "jointeamone"
bind "F2" "jointeamtwo"
bind "F3" "autoassign"
bind "F4" "readyroom"
bind "F5" "snapshot"
bind "F6" "save quick"
bind "F7" "load quick"
bind "F10" "quit prompt"
bind "INS" "+klook"
bind "PGDN" "+lookdown"
bind "PGUP" "+lookup"
bind "END" "centerview"
bind "MWHEELDOWN" "invnext"
bind "MWHEELUP" "invprev"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+popupmenu"
bind "MOUSE3" "+popupmenu"
bind "MOUSE4" "lastinv"
bind "PAUSE" "pause"
_snd_mixahead "0.1"
ati_npatch "1.0"
ati_subdiv "2.0"
bgmvolume "1.000000"
bottomcolor "144.889999"
brightness "1.000000"
cl_allowdownload "1"
cl_allowupload "1"
cl_autohelp "1.0"
cl_buildmessages "1"
cl_centerentityid "0.0"
cl_cmdbackup "2"
cl_cmdrate "30"
cl_cmhotkeys "qwerasdfzxcv"
cl_dlmax "128"
cl_download_ingame "1"
cl_dynamiclights "1"
cl_forcedefaultfov "0"
cl_highdetail "1"
cl_himodels "0"
cl_idealpitchscale "0.8"
cl_lc "1"
cl_logocolor "#Valve_Orange"
cl_logofile "lambda"
cl_lw "1"
cl_musicdelay "90"
cl_musicdirectory ""
cl_musicenabled "1.0"
cl_musicvolume "155"
cl_particleinfo "0"
cl_quickselecttime ".15"
cl_timeout "60"
cl_updaterate "20"
cl_vsmoothing "0.05"
con_color "255 180 30"
console "1.000000"
crosshair "1.000000"
fps_max "72.0"
fps_modem "0.0"
gamma "2.500000"
gl_dither "1"
gl_flipmatrix "0"
gl_fog "1"
gl_monolights "0"
gl_overbright "0"
gl_polyoffset "0.1"
hisound "1"
hpk_maxsize "4"
hud_capturemouse "1"
hud_centerid "0"
hud_classautokill "1"
hud_draw "1"
hud_fastswitch "0"
hud_takesshots "0"
joystick "0"
lookspring "0.000000"
lookstrafe "0.000000"
m_filter "0"
m_forward "1"
m_pitch "0.022000"
m_side "0.8"
m_yaw "0.022"
model "barney"
MP3FadeTime "2.0"
MP3Volume "0.8"
mp_decals "300"
name "NSPlayer"
net_graph "0"
net_graphpos "1"
net_scale "5"
r_bmodelhighfrac "5.0"
r_detailtextures "0"
s_a3d "0.0"
s_automax_distance "30.0"
s_automin_distance "2.0"
s_bloat "2.0"
s_distance "60"
s_doppler "0.0"
s_eax "0.0"
s_leafnum "0"
s_max_distance "1000.0"
s_min_distance "8.0"
s_numpolys "200"
s_polykeep "1000000000"
s_polysize "10000000"
s_refdelay "4"
s_refgain "0.4"
s_rolloff "1.0"
s_verbwet "0.25"
sensitivity "4.960000"
skin ""
suitvolume "0.250000"
sv_aim "0"
sv_voiceenable "1"
team ""
topcolor "151.169998"
viewsize "120.000000"
voice_enable "1"
voice_forcemicrecord "1"
voice_modenable "1"
voice_scale "1"
volume "0.800000"
+mlook
+jlook
exec userconfig.cfg

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main/delta.lst Normal file
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// structure name
// none == no conditional encode routine
// gamedll routine_name : before transmitting data, invoke the named function from the game .dll to reset fields as needed
// clientdll routine_name : same as above, except the routine is called via the client.dll
clientdata_t none
{
DEFINE_DELTA( flTimeStepSound, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 21, 128.0 ),
DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 21, 128.0 ),
DEFINE_DELTA( velocity[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( velocity[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( m_flNextAttack, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 21, 128.0 ),
DEFINE_DELTA( velocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( ammo_nails, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( ammo_shells, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( ammo_cells, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( ammo_rockets, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( m_iId, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( punchangle[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( flags, DT_INTEGER, 32, 1.0 ), // Cut to 3 bits?
DEFINE_DELTA( weaponanim, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( health, DT_SIGNED | DT_FLOAT, 12, 1.0 ), // Cut # of bits?
DEFINE_DELTA( maxspeed, DT_FLOAT, 16, 10.0 ),
DEFINE_DELTA( flDuckTime, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( view_ofs[2], DT_SIGNED | DT_FLOAT, 10, 4.0 ),
DEFINE_DELTA( punchangle[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( punchangle[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( viewmodel, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( weapons, DT_INTEGER, 32, 1.0 ),
DEFINE_DELTA( pushmsec, DT_INTEGER, 11, 1.0 ),
DEFINE_DELTA( deadflag, DT_INTEGER, 3, 1.0 ),
DEFINE_DELTA( fov, DT_FLOAT, 8, 1.0 ),
DEFINE_DELTA( physinfo, DT_STRING, 1, 1.0 ),
DEFINE_DELTA( bInDuck, DT_INTEGER, 1, 1.0 ),
DEFINE_DELTA( flSwimTime, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( waterjumptime, DT_INTEGER, 15, 1.0 ),
DEFINE_DELTA( waterlevel, DT_INTEGER, 2, 1.0 ),
DEFINE_DELTA( iuser1, DT_INTEGER, 3, 1.0 ), // Non-zero if I'm a spectator (1,2,3 different spec modes)
DEFINE_DELTA( iuser2, DT_INTEGER, 5, 1.0 ), // Holds the ent num of the target I'm spectating
DEFINE_DELTA( iuser3, DT_INTEGER, 6, 1.0 ), // NS custom code
DEFINE_DELTA( iuser4, DT_INTEGER, 32, 1.0 ), // NS custom parameter (needs 32 for AvHSpecialSound)
DEFINE_DELTA( fuser1, DT_FLOAT, 32, 1.0 ), // Use 32-bits because two values fit in here sometimes
DEFINE_DELTA( fuser2, DT_FLOAT, 32, 1.0 ), // Not sure if we need all 32, go back and optimize later if desired
DEFINE_DELTA( fuser3, DT_FLOAT, 32, 1.0 ), // Not sure if we need all 32, go back and optimize later if desired
DEFINE_DELTA( vuser1[0], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser1[1], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser1[2], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser4[2], DT_FLOAT, 32, 1.0 ) // Extended player info
}
entity_state_t gamedll Entity_Encode
{
DEFINE_DELTA( animtime, DT_TIMEWINDOW_8, 8, 1.0 ),
DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( angles[0], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( angles[1], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( sequence, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( modelindex, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( movetype, DT_INTEGER, 4, 1.0 ),
DEFINE_DELTA( solid, DT_SHORT, 3, 1.0 ),
DEFINE_DELTA( mins[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( mins[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( mins[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( maxs[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( maxs[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( maxs[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( endpos[0], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
DEFINE_DELTA( endpos[1], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
DEFINE_DELTA( endpos[2], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
DEFINE_DELTA( startpos[0], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
DEFINE_DELTA( startpos[1], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
DEFINE_DELTA( startpos[2], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
//DEFINE_DELTA( impacttime, DT_TIMEWINDOW_BIG, 13, 100.0 ),
DEFINE_DELTA( starttime, DT_TIMEWINDOW_BIG, 13, 100.0 ),
DEFINE_DELTA( team, DT_INTEGER, 2, 1.0 ),
DEFINE_DELTA( weaponmodel, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( owner, DT_INTEGER, 5, 1.0 ),
DEFINE_DELTA( effects, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( eflags, DT_INTEGER, 1, 1.0 ),
DEFINE_DELTA( angles[2], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( colormap, DT_INTEGER, 16, 1.0 ),
DEFINE_DELTA( framerate, DT_SIGNED | DT_FLOAT, 8, 16.0 ),
DEFINE_DELTA( skin, DT_SHORT | DT_SIGNED, 9, 1.0 ),
DEFINE_DELTA( controller[0], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( controller[1], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( controller[2], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( controller[3], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( blending[0], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( blending[1], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( body, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( rendermode, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( renderamt, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( renderfx, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( scale, DT_FLOAT, 16, 256.0 ),
DEFINE_DELTA( rendercolor.r, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( rendercolor.g, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( rendercolor.b, DT_BYTE, 8, 1.0 ),
//DEFINE_DELTA( aiment, DT_INTEGER, 11, 1.0 ),
DEFINE_DELTA( basevelocity[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( basevelocity[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( basevelocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
// Playerclass signifies it's a decalable glass item when referring to an object
DEFINE_DELTA( playerclass, DT_INTEGER, 1, 1.0 ),
//DEFINE_DELTA( iuser2, DT_INTEGER, 32, 1.0 ), // NS custom code (used for entity ids for research)
DEFINE_DELTA( iuser3, DT_INTEGER, 6, 1.0 ), // NS custom code
DEFINE_DELTA( iuser4, DT_INTEGER, 32, 1.0 ), // NS custom parameter (needs 32 for AvHSpecialSound)
DEFINE_DELTA( fuser1, DT_FLOAT, 32, 1.0 ) // Use 32-bits because two values fit in here sometimes
DEFINE_DELTA( fuser2, DT_FLOAT, 16, 1.0 ) // Not sure if we need all 32, go back and optimize later if desired
//DEFINE_DELTA( fuser3, DT_FLOAT, 32, 1.0 ) // Not sure if we need all 32, go back and optimize later if desired
}
entity_state_player_t gamedll Player_Encode
{
DEFINE_DELTA( animtime, DT_TIMEWINDOW_8, 8, 1.0 ),
DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
DEFINE_DELTA( angles[0], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( angles[1], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
DEFINE_DELTA( gaitsequence, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( sequence, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( modelindex, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( movetype, DT_INTEGER, 4, 1.0 ),
DEFINE_DELTA( solid, DT_SHORT, 3, 1.0 ),
DEFINE_DELTA( mins[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( mins[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( mins[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( maxs[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( maxs[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( maxs[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( weaponmodel, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( team, DT_INTEGER, 4, 1.0 )
DEFINE_DELTA( playerclass, DT_INTEGER, 4, 1.0 )
DEFINE_DELTA( owner, DT_INTEGER, 5, 1.0 ),
DEFINE_DELTA( effects, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( angles[2], DT_ANGLE, 16, 1.0 ),
// DEFINE_DELTA( colormap, DT_INTEGER, 16, 1.0 ),
DEFINE_DELTA( framerate, DT_SIGNED | DT_FLOAT, 8, 16.0 ),
DEFINE_DELTA( skin, DT_SHORT | DT_SIGNED, 9, 1.0 ),
DEFINE_DELTA( controller[0], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( controller[1], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( controller[2], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( controller[3], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( blending[0], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( blending[1], DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( body, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( rendermode, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( renderamt, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( renderfx, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( scale, DT_FLOAT, 16, 256.0 ),
DEFINE_DELTA( rendercolor.r, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( rendercolor.g, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( rendercolor.b, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( friction, DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( usehull, DT_INTEGER, 1, 1.0 ),
DEFINE_DELTA( gravity, DT_SIGNED | DT_FLOAT, 16, 32.0 ),
// DEFINE_DELTA( aiment, DT_INTEGER, 11, 1.0 ),
DEFINE_DELTA( basevelocity[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( basevelocity[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( basevelocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( spectator, DT_INTEGER, 1, 1.0 ),
DEFINE_DELTA( iuser3, DT_INTEGER, 6, 1.0 ), // Need player info for AvHCommanderModeHandler::LookupClassNameForEntity
DEFINE_DELTA( iuser4, DT_INTEGER, 32, 1.0 ), // NS custom parameter (needs 32 for AvHSpecialSound)
DEFINE_DELTA( fuser2, DT_FLOAT, 12, 1.0 ), // For player health (energy is predicted so this isn't needed for it)
DEFINE_DELTA( vuser1[0], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser1[1], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser1[2], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser4[2], DT_FLOAT, 32, 1.0 ) // Extended player info
}
custom_entity_state_t gamedll Custom_Encode
{
DEFINE_DELTA( rendermode, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
DEFINE_DELTA( angles[0], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
DEFINE_DELTA( angles[1], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
DEFINE_DELTA( angles[2], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
DEFINE_DELTA( sequence, DT_INTEGER, 16, 1.0 ),
DEFINE_DELTA( skin, DT_INTEGER, 16, 1.0 ),
DEFINE_DELTA( modelindex, DT_INTEGER, 16, 1.0 ),
DEFINE_DELTA_POST( scale, DT_FLOAT, 8, 1.0, 0.1 ),
DEFINE_DELTA( body, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( rendercolor.r, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( rendercolor.g, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( rendercolor.b, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( renderfx, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( renderamt, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
DEFINE_DELTA_POST( animtime, DT_FLOAT, 8, 1.0, 0.1 )
}
usercmd_t none
{
DEFINE_DELTA( lerp_msec, DT_SHORT, 9, 1.0 ),
DEFINE_DELTA( msec, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( viewangles[1], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( viewangles[0], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( buttons, DT_SHORT, 16, 1.0 ),
DEFINE_DELTA( forwardmove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
DEFINE_DELTA( lightlevel, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( sidemove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
DEFINE_DELTA( upmove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
DEFINE_DELTA( impulse, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( weaponselect, DT_BYTE, 8, 1.0 ),
DEFINE_DELTA( viewangles[2], DT_ANGLE, 16, 1.0 ),
DEFINE_DELTA( impact_index, DT_INTEGER, 6, 1.0 ),
DEFINE_DELTA( impact_position[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( impact_position[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( impact_position[2], DT_SIGNED | DT_FLOAT, 16, 8.0 )
}
weapon_data_t none
{
DEFINE_DELTA( m_flTimeWeaponIdle, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
DEFINE_DELTA( m_flNextPrimaryAttack, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
DEFINE_DELTA( m_flNextReload, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
// DEFINE_DELTA( m_fNextAimBonus, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
DEFINE_DELTA( m_flNextSecondaryAttack, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
DEFINE_DELTA( m_iClip, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
// DEFINE_DELTA( m_flPumpTime, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
// DEFINE_DELTA( m_fInSpecialReload, DT_INTEGER, 2, 1.0 ),
DEFINE_DELTA( m_fReloadTime, DT_FLOAT, 16, 100.0 ),
DEFINE_DELTA( m_fInReload, DT_INTEGER, 1, 1.0 ),
// DEFINE_DELTA( m_fAimedDamage, DT_FLOAT, 6, 0.1 ),
// DEFINE_DELTA( m_fInZoom, DT_INTEGER, 1, 1.0 ),
// DEFINE_DELTA( m_iWeaponState, DT_INTEGER, 2, 1.0 ),
DEFINE_DELTA( m_iId, DT_INTEGER, 8, 1.0 ),
DEFINE_DELTA( iuser3, DT_INTEGER, 3, 1.0 ),
DEFINE_DELTA( fuser2, DT_SIGNED | DT_FLOAT, 22, 128.0 ),
DEFINE_DELTA( fuser3, DT_SIGNED | DT_FLOAT, 22, 128.0 )
}
event_t none
{
DEFINE_DELTA( entindex, DT_INTEGER, 10, 1.0 ),
DEFINE_DELTA( bparam1, DT_INTEGER, 1, 1.0 ),
DEFINE_DELTA( bparam2, DT_INTEGER, 1, 1.0 ),
DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( fparam1, DT_FLOAT | DT_SIGNED, 20, 100.0 ),
DEFINE_DELTA( fparam2, DT_FLOAT | DT_SIGNED, 20, 100.0 ),
DEFINE_DELTA( iparam1, DT_INTEGER | DT_SIGNED, 16, 1.0 ),
DEFINE_DELTA( iparam2, DT_INTEGER | DT_SIGNED, 16, 1.0 ),
DEFINE_DELTA( angles[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( angles[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( angles[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
DEFINE_DELTA( ducking, DT_INTEGER, 1, 1.0 )
}

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// Cheat codes
//name "Flayra"
sv_cheats 1
bigdig
lowcost
mp_tournamentmode 1
mp_drawinvisibleentities 1
//highdamage
bind "l" "selectall"
bind "h" "sv_restart;wait;wait;wait;numents"
bind "j" "numents"
bind "F1" "jointeamone"
bind "F2" "jointeamtwo"
bind "F3" "addbot"
bind "F9" "givepoints"
bind "F10" "spawnhive"
bind "F11" "killhive"
bind "q" "switch"
// Camera controls
bind "MOUSE3" "camtoggle"
bind b +cammousemove
cam_idealpitch 20
cam_idealdist 140
cam_idealyaw 0
// Offense chamber
bind "t" "impulse 91"
// Gorge, Lerk, Fade, Onos
bind "z" "impulse 114"
bind "x" "impulse 115"
bind "c" "impulse 116"
bind "v" "impulse 117"
// Fast Pistol fire (from: http://web1.server126.notraffic.de/forum/showthread/t-13792.html)
//hud_fastswitch 1
//
//alias +fp_fire "weapon_pistol; +attack; wait; -attack; wait; weapon_pistol; +attack; wait; -attack; wait; weapon_pistol; +attack; wait; -attack; wait; weapon_pistol; +attack; wait; -attack; wait; weapon_pistol; +attack; wait; -attack; wait; "
//alias -fp_fire "-attack"
//alias fp_fireon "bind mouse1 +fp_fire; developer 1; echo Fast Pistol Fire *ON*; developer 0; alias fp_fire fp_fireoff"
//alias fp_fireoff "bind mouse1 +attack; developer 1; echo Fast Pistol Fire *OFF*; developer 0; alias fp_fire fp_fireonn"
//alias fp_fire "fp_fireon"
//bind "x" "fp_fire"

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