non-pk3dir migration

This commit is contained in:
Marco Cawthorne 2025-01-31 12:40:32 -08:00
parent 543c478459
commit 7fc646492d
1602 changed files with 20748 additions and 1865 deletions

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ISC License
Copyright (c) 2016-2023, Marco "eukara" Hladik <marco@icculus.org>
Copyright (c) 2016-2025, Marco "eukara" Hladik <marco@icculus.org>
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above

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PLUGINS Normal file
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hl2 ode

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# Rad-Therapy 2 (FreeHL2)
Clean-room reimplementation of Half-Life 2 & Half-Life 2: Deathmatch in QuakeC.
# ![](img/rt2.png) Rad-Therapy II
This is 100% original code, feel free to audit however you wish.
No proprietary SDKs have been looked at or taken apart, unlike similar projects.
The original port of **Half-Life 2** (2004) to Quake(World).
The engine you want to use to run this is FTEQW (https://www.fteqw.org), which is a project unrelated to this. It just happens to support the file-formats FreeHL2 needs.
The game is **not** playable from start to finish. *You can play deathmatch and other odd modes.*
![Preview 1](img/preview1.jpg)
![Preview 2](img/preview2.jpg)
![Preview 3](img/preview3.jpg)
![Preview 4](img/preview4.jpg)
Requires both `hl2` and `hl2dm` directories in order to function. Any copy will do fine. If you're on a case-insensitive filesystem and you're running pre .vpk data files you might want to put them in a .zip and name it 'pak0.pk3'. It's generally easier to just use the latest data from Steam.
## Playing/Installing
Run [FTE](https://www.fteqw.org/) like so:
`fteqw.exe -halflife2`
It will then automatically attempt to install **Rad-Therapy II** - when run from within your **Half-Life 2: Deathmatch** directory.
## Building
Clone the repository into the Nuclide-SDK:
Git clone [Nuclide](https://code.idtech.space/vera/nuclide) first, run `make update` and `make fteqcc`, then clone the repository inside the Nuclide-SDK:
> git clone REPOURL hl2
```
git clone https://code.idtech.space/fn/hl2 hl2
make game GAME=hl2
```
then either run Nuclide's ./build_game.sh shell script, or issue 'make' inside
./hl2/src!
Obviously make sure that Nuclide has fteqw and fteqcc set-up for building and that you have some proficiency in QuakeC.
## Notes
If you're playing a mod that relies on FreeHL2, selecting it from the Custom Game
menu alone works fine. However if you want to launch it via the command-line
you need to make sure to add `-game hl2` before `-game modname`.
The order is important.
The last command will build the game-logic.
Make sure that Nuclide-SDK has `fteqcc` and `fteqw` present for building and running, respectively.
It will also respect versions installed by the package manager, just make sure it's up to date.
## Community
### Matrix
If you're a fellow Matrix user, join the Nuclide Space to see live-updates and more!
If you're a fellow Matrix user, join the Nuclide Space. Where you can ask questions, or prod devs about what they're up to.
https://matrix.to/#/#nuclide:matrix.org
### IRC
Join us on #freecs via irc.libera.chat and talk/lurk or discuss bugs, issues
and other such things. It's bridged with the Matrix room of the same name!
### Others
We've had people ask in the oddest of places for help, please don't do that.
You can also join us on #nuclide via irc.libera.chat.
It's bridged with the main room of the Matrix space.
## License
ISC License
Copyright (c) 2016-2023 Marco Hladik <marco@icculus.org>
Copyright (c) 2019-2025 Marco "eukara" Cawthorne <marco@icculus.org>
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
@ -56,3 +57,8 @@ ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
# Content Copyright Notice
Half-Life 2 and Half-Life 2: Deathmatch belong to Valve Corporation.
Original licensed assets from Steam or a disc are required in order to experience **Rad-Therapy II**.

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cfg/skill_hl2.cfg Normal file
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// Half-Life 2 (Singleplayer) skill variables
set sk_ally_regen_time "0.2"
set sk_antlion_health "30"
set sk_antlion_jump_damage "5"
set sk_antlion_swipe_damage "5"
set sk_antlionguard_dmg_charge "20"
set sk_antlionguard_dmg_shove "10"
set sk_antlionguard_health "500"
set sk_apc_health "750"
set sk_barnacle_health "35"
set sk_barney_health "35"
set sk_battery "15"
set sk_bullseye_health "35"
set sk_citizen_health "40"
set sk_combine_guard_health "70"
set sk_combine_guard_kick "15"
set sk_combine_s_health "50"
set sk_combine_s_kick "10"
set sk_combineball_guidefactor "1.0"
set sk_combineball_seek_angle "15"
set sk_dmg_homer_grenade "20"
set sk_fraggrenade_radius "250"
set sk_gunship_burst_size "15"
set sk_gunship_health_increments "5"
set sk_headcrab_fast_health "10"
set sk_headcrab_health "10"
set sk_headcrab_melee_dmg "5"
set sk_headcrab_poison_health "35"
set sk_healthcharger "50"
set sk_healthkit "25"
set sk_healthvial "10"
set sk_helicopter_grenadedamage "30"
set sk_helicopter_grenadeforce "55000"
set sk_helicopter_grenaderadius "275"
set sk_homer_grenade_radius "100"
set sk_ichthyosaur_health "200"
set sk_ichthyosaur_melee_dmg "8"
set sk_manhack_health "25"
set sk_manhack_melee_dmg "20"
set sk_max_357 "12"
set sk_max_alyxgun "150"
set sk_max_ar2 "60"
set sk_max_ar2_altfire "3"
set sk_max_buckshot "30"
set sk_max_crossbow "10"
set sk_max_gauss_round "30"
set sk_max_grenade "5"
set sk_max_pistol "150"
set sk_max_rpg_round "3"
set sk_max_smg1 "225"
set sk_max_smg1_grenade "3"
set sk_max_sniper_round "30"
set sk_metropolice_health "40"
set sk_metropolice_stitch_along_hitcount "2"
set sk_metropolice_stitch_at_hitcount "1"
set sk_metropolice_stitch_behind_hitcount "3"
set sk_metropolice_stitch_reaction "1.0"
set sk_metropolice_stitch_tight_hitcount "2"
set sk_npc_arm "1"
set sk_npc_chest "1"
set sk_npc_dmg_357 "30"
set sk_npc_dmg_airboat "3"
set sk_npc_dmg_alyxgun "3"
set sk_npc_dmg_ar2 "3"
set sk_npc_dmg_buckshot "3"
set sk_npc_dmg_crossbow "10"
set sk_npc_dmg_crowbar "5"
set sk_npc_dmg_dropship "2"
set sk_npc_dmg_fraggrenade "75"
set sk_npc_dmg_grenade "75"
set sk_npc_dmg_gunship "40"
set sk_npc_dmg_gunship_to_plr "3"
set sk_npc_dmg_helicopter "6"
set sk_npc_dmg_helicopter_to_plr "3"
set sk_npc_dmg_pistol "3"
set sk_npc_dmg_rpg_round "50"
set sk_npc_dmg_smg1 "3"
set sk_npc_dmg_smg1_grenade "50"
set sk_npc_dmg_sniper_round "100"
set sk_npc_dmg_stunstick "40"
set sk_npc_head "3"
set sk_npc_leg "1"
set sk_npc_stomach "1"
set sk_player_arm "1"
set sk_player_chest "1"
set sk_player_head "3"
set sk_player_leg "1"
set sk_player_stomach "1"
set sk_plr_dmg_357 "40"
set sk_plr_dmg_airboat "3"
set sk_plr_dmg_alyxgun "5"
set sk_plr_dmg_ar2 "8"
set sk_plr_dmg_buckshot "8"
set sk_plr_dmg_crossbow "100"
set sk_plr_dmg_crowbar "10"
set sk_plr_dmg_fraggrenade "125"
set sk_plr_dmg_grenade "150"
set sk_plr_dmg_pistol "5"
set sk_plr_dmg_rpg_round "100"
set sk_plr_dmg_smg1 "4"
set sk_plr_dmg_smg1_grenade "100"
set sk_plr_dmg_sniper_round "20"
set sk_plr_dmg_stunstick "10"
set sk_rollermine_shock "10"
set sk_rollermine_stun_delay "3"
set sk_rollermine_vehicle_intercept "1"
set sk_scanner_dmg_dive "25"
set sk_scanner_health "30"
set sk_smg1_grenade_radius "250"
set sk_stalker_health "50"
set sk_stalker_melee_dmg "5"
set sk_strider_health "350"
set sk_strider_num_missiles1 "5"
set sk_strider_num_missiles2 "7"
set sk_strider_num_missiles3 "7"
set sk_suitcharger "75"
set sk_suitcharger_citadel "500"
set sk_suitcharger_citadel_maxarmor "200"
set sk_vortigaunt_armor_charge "30"
set sk_vortigaunt_dmg_claw "10"
set sk_vortigaunt_dmg_rake "25"
set sk_vortigaunt_dmg_zap "50"
set sk_vortigaunt_health "100"
set sk_zombie_dmg_both_slash "25"
set sk_zombie_dmg_one_slash "10"
set sk_zombie_health "50"
set sk_zombie_poison_dmg_spit "20"
set sk_zombie_poison_health "175"

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// Half-Life 2 (Multiplayer) skill variables
set sk_battery "15"
set sk_healthcharger "50"
set sk_healthkit "25"
set sk_healthvial "10"
set sk_player_arm "1"
set sk_player_chest "1"
set sk_player_head "3"
set sk_player_leg "1"
set sk_player_stomach "1"
set sk_suitcharger "75"
set sk_suitcharger_citadel "200"
set sk_suitcharger_citadel_maxarmor "200"

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exec "skill.cfg"
exec "skill_rt2.cfg"

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// Rad-Therapy II skill variables
exec "skill_hl2.cfg"
exec "skill_hl2dm.cfg"
set sk_item_3571 "7"
set sk_item_3572 "6"
set sk_item_3573 "3"
set sk_item_357_large "12"
set sk_item_ar21 "24"
set sk_item_ar22 "20"
set sk_item_ar23 "12"
set sk_item_ar2_large "60"
set sk_item_ar2_altfire "1"
set sk_item_buckshot1 "24"
set sk_item_buckshot2 "20"
set sk_item_buckshot3 "12"
set sk_item_crossbow1 "7"
set sk_item_crossbow2 "6"
set sk_item_crossbow3 "3"
set sk_item_pistol1 "24"
set sk_item_pistol2 "20"
set sk_item_pistol3 "12"
set sk_item_pistol_large1 "120"
set sk_item_pistol_large2 "100"
set sk_item_pistol_large3 "60"
set sk_item_rpg "1"
set sk_plr_dmg_satchel "150"
set sk_npc_dmg_satchel "75"
set sk_satchel_radius "150"
set sk_item_smg11 "54"
set sk_item_smg12 "45"
set sk_item_smg13 "27"
set sk_item_smg1_large1 "225"
set sk_item_smg1_large2 "225"
set sk_item_smg1_large3 "135"
set sk_item_smg1_grenade "1"
set sk_max_annabelle "12"
set sk_max_slam "5"

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msgid "hl2_AmmoFull"
msgstr "FULL"
msgid "HL2_357Handgun"
msgstr ".357 MAGNUM"
msgid "HL2_Pulse_Rifle"
msgstr "OVERWATCH STANDARD ISSUE\n(PULSE-RIFLE)"
msgid "HL2_Bugbait"
msgstr "PHEROPOD\n(BUGBAIT)"
msgid "HL2_Crossbow"
msgstr "CROSSBOW"
msgid "HL2_Crowbar"
msgstr "CROWBAR"
msgid "HL2_Grenade"
msgstr "GRENADE"
msgid "HL2_GravityGun"
msgstr "ZERO-POINT ENERGY GUN\n(GRAVITY GUN)"
msgid "HL2_Pistol"
msgstr "9MM PISTOL"
msgid "HL2_RPG"
msgstr "RPG\n(ROCKET PROPELLED GRENADE)"
msgid "HL2_Shotgun"
msgstr "SHOTGUN"
msgid "HL2_SMG1"
msgstr "SMG\n(SUBMACHINE GUN)"
msgid "HL2_SLAM"
msgstr "S.L.A.M\n(Selectable Lightweight Attack Munition)"
msgid "HL2_StunBaton"
msgstr "STUNSTICK"

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105 249.026505 0
38 210.268738 0

View file

@ -1,8 +1,9 @@
entityDef ammo_base
{
"spawnclass" "NSItem"
"spawnclass" "ncItem"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"physics" "1"
}

View file

@ -1,44 +1,50 @@
#include "items/healthcharger.def"
#include "items/suitcharger.def"
entityDef item_battery
{
"spawnclass" "NSItem"
"spawnclass" "ncItem"
"model" "models/items/battery.mdl"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"snd_acquire" "item.battery"
"snd_respawn" "item.respawn"
"snd_acquire" "ItemBattery.Touch"
"snd_respawn" "Item.Materialize"
"inv_armor" "skill:battery"
"requires" "item_suit"
"physics" "1"
}
entityDef item_healthvial
{
"spawnclass" "NSItem"
"spawnclass" "ncItem"
"model" "models/healthvial.mdl"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"snd_acquire" "item.healthkit"
"snd_respawn" "item.respawn"
"snd_acquire" "HealthVial.Touch"
"snd_respawn" "Item.Materialize"
"inv_health" "skill:healthvial"
"physics" "1"
}
entityDef item_healthkit
{
"spawnclass" "NSItem"
"spawnclass" "ncItem"
"model" "models/items/healthkit.mdl"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"snd_acquire" "item.healthkit"
"snd_respawn" "item.respawn"
"snd_acquire" "HealthKit.Touch"
"snd_respawn" "Item.Materialize"
"inv_health" "skill:healthkit"
"physics" "1"
}
entityDef item_suit
{
"spawnclass" "NSItem"
"spawnclass" "HL2Suit"
"model" "models/items/hevsuit.mdl"
"mins" "-16 -16 0"
"maxs" "16 16 16"
"snd_acquire" "item.suit"
"snd_respawn" "item.respawn"
"snd_acquire" "item.suit" // needs to be a sentence
"snd_respawn" "Item.Materialize"
"inv_carry" "1"
}

View file

@ -0,0 +1,8 @@
entityDef item_healthcharger
{
"spawnclass" "ncCharger"
"chargeType" "health"
"model" "models/props_combine/health_charger001.mdl"
"frametimeTransfer" "1"
}

View file

@ -0,0 +1,11 @@
entityDef item_suitcharger
{
"spawnclass" "ncCharger"
"chargeType" "armor"
"model" "models/props_combine/suit_charger001.mdl"
"frametimeTransfer" "1"
when "spawnflags" equals "16384" {
"charge" "25"
}
}

9
decls/def/npc.def Normal file
View file

@ -0,0 +1,9 @@
#include "npc/alyx.def"
#include "npc/barney.def"
#include "npc/gman.def"
#include "npc/headcrab.def"
#include "npc/zombie.def"
#include "npc/zombie_fast.def"
#include "npc/zombie_poison.def"
#include "npc/zombie_torso.def"
#include "npc/police.def"

View file

@ -1,6 +1,6 @@
entityDef npc_alyx
{
"spawnclass" "NSTalkMonster"
"spawnclass" "ncTalkMonster"
"model" "models/alyx.mdl"
"netname" "Alyx"
"health" "200"
@ -9,6 +9,7 @@ entityDef npc_alyx
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"ragdoll" "1"
"speed_walk" "77"
"speed_run" "364"

View file

@ -1,6 +1,6 @@
entityDef npc_barney
{
"spawnclass" "NSTalkMonster"
"spawnclass" "ncTalkMonster"
"model" "models/barney.mdl"
"netname" "Barney"
"health" "200"
@ -9,6 +9,7 @@ entityDef npc_barney
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"ragdoll" "1"
"speed_walk" "77"
"speed_run" "364"

View file

@ -1,6 +1,6 @@
entityDef npc_gman
{
"spawnclass" "NSTalkMonster"
"spawnclass" "ncTalkMonster"
"model" "models/gman.mdl"
"netname" "G-Man"
"health" "0" // he can't die, he's the G-Man!
@ -9,6 +9,7 @@ entityDef npc_gman
"eye_height" "64"
"team" "0"
"propdata" "actor_human"
"ragdoll" "1"
"speed_walk" "77"
"speed_run" "364"

View file

@ -0,0 +1,94 @@
entityDef npc_headcrab
{
"spawnclass" "ncMonster"
"model" "models/headcrabclassic.mdl"
"netname" "Headcrab"
"health" "skill:headcrab_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "12"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "32"
"act_idle" "0,1"
"act_walk" "2"
"act_rangedAttack1" "5"
"act_rangedAttack2" "5"
"ragdoll" "1"
"attack_ranged_range" "180" // needs launch attack
"snd_idle" "Headcrab.Idle"
"snd_pain" "Headcrab.Pain"
"snd_death" "Headcrab.Die"
"snd_melee_attack_hit" "Headcrab.Bite"
"leap_damage" "skill:headcrab_dmg_bite"
events {
@addjumpattack_broadcast "AddVelocity" "512 0 250"
@addjumpattack_broadcast "StartSoundDef" "Headcrab.Attack"
}
}
entityDef npc_headcrab_fast
{
"spawnclass" "ncMonster"
"model" "models/headcrab.mdl"
"netname" "Headcrab"
"health" "skill:headcrab_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "12"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "64"
"act_idle" "0,1"
"act_walk" "2"
"act_rangedAttack1" "3"
"act_rangedAttack2" "3"
"ragdoll" "1"
"attack_ranged_range" "180" // needs launch attack
"snd_idle" "Headcrab.Idle"
"snd_pain" "Headcrab.Pain"
"snd_death" "Headcrab.Die"
"snd_melee_attack_hit" "Headcrab.Bite"
"leap_damage" "skill:headcrab_dmg_bite"
}
entityDef npc_headcrab_black
{
"spawnclass" "ncMonster"
"model" "models/headcrabblack.mdl"
"netname" "Headcrab"
"health" "skill:headcrab_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "12"
"team" "2"
"propdata" "actor_alien"
"speed_walk" "32"
"speed_run" "72"
"act_idle" "3,4,5,6"
"act_walk" "13"
"ragdoll" "1"
"attack_ranged_range" "180" // needs launch attack
"snd_idle" "Headcrab.Idle"
"snd_pain" "Headcrab.Pain"
"snd_death" "Headcrab.Die"
"snd_melee_attack_hit" "Headcrab.Bite"
"leap_damage" "skill:headcrab_dmg_bite"
events {
@addjumpattack_broadcast "AddVelocity" "512 0 250"
@addjumpattack_broadcast "StartSoundDef" "Headcrab.Attack"
}
}

View file

@ -0,0 +1,157 @@
entityDef monster_human_grunt
{
"spawnclass" "NSSquadMonster"
"model" "models/hgrunt.mdl"
"netname" "Grunt"
"health" "skill:hgrunt_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "1"
"propdata" "actor_human"
"speed_walk" "41"
"speed_run" "304"
// melee attack
"def_attack_melee" "melee_hgrunt_kick"
"attack_melee_range" "96"
"snd_melee_attack" "HGrunt.Kick"
// primary ranged attack
"def_attack_ranged" "ranged_hgrunt_mp5"
"snd_ranged_attack" "HGrunt.9MM"
"attack_ranged_range" "1024"
"reload_count" "30"
// special attack
"def_attack_special_1" "projectile_hgrunt_grenade"
"attack_special_range" "1024"
"projectile_delay" "1.0"
// TODO Unclear how these work
// TODO !HG_CHECK
// TODO !HG CLEAR
"talk_answer" "!HG_ANSWER"
"talk_ask" "!HG_QUEST"
"talk_idle" "!HG_IDLE"
"snd_pain" "HGrunt.Pain"
"snd_death" "HGrunt.Die"
"snd_reload" "HGrunt.Reload"
"weapons" "3"
"squad_leader_body" "1:2"
// grenade launcher
when "weapons" contains 4 {
"body1" "4"
"def_attack_special_1" "projectile_hgrunt_ARgrenade"
"skin" "1"
}
// shotgun grunt
when "weapons" contains 8 {
"body2" "2"
"reload_count" "8"
"snd_ranged_attack" "HGrunt.Shotgun"
"def_attack_ranged" "ranged_hgrunt_shot"
}
when "spawnflags" contains 32 {
"squad_leader" "1"
}
// animation event callbacks
events {
2 "StartSoundDef" "HGrunt.Reload"
}
}
entityDef melee_hgrunt_kick
{
"spawnclass" "NSProjectile"
"is_bullet" "1"
"damage" "skill:hgrunt_kick"
"delay" "0.25"
"range" "64"
}
entityDef ranged_hgrunt_mp5
{
"inherit" "projectile_bullet_base"
"damage" "skill:hgrunt_pellets"
"burst" "3"
"burst_delay" "0.5"
"delay" "0.1"
}
entityDef ranged_hgrunt_shot
{
"inherit" "projectile_bullet_base"
"damage" "skill:hgrunt_pellets"
"delay" "1.0"
}
entityDef projectile_hgrunt_ARgrenade
{
"spawnclass" "NSProjectile"
"model" "models/grenade.mdl"
"def_splash_damage" "damage_grenadeSplash"
"health" "0"
"velocity" "800 0 400"
"angular_velocity" "300 300 300"
"fuse" "4"
"bounce" "1"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"model_detonate" "fx_explosion.main"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "weapon_handgrenade.explode"
"snd_bounce" "weapon_handgrenade.bounce"
}
entityDef projectile_hgrunt_grenade
{
"spawnclass" "NSProjectile"
"model" "models/w_grenade.mdl"
"def_splash_damage" "damage_grenadeSplash"
"health" "0"
"velocity" "600 0 200"
"angular_velocity" "300 300 300"
"fuse" "4"
"bounce" "1"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "0"
"detonate_on_actor" "0"
"impact_damage_effect" "1"
"impact_gib" "1"
"model_detonate" "fx_explosion.main"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "weapon_handgrenade.explode"
"snd_bounce" "weapon_handgrenade.bounce"
}
entityDef damage_grenadeSplash
{
"damage" "150"
"radius" "160"
}

53
decls/def/npc/police.def Normal file
View file

@ -0,0 +1,53 @@
entityDef npc_police
{
"spawnclass" "NSSquadMonster"
"model" "models/police_cheaple.mdl"
"netname" "Metro Police"
"health" "50"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "1"
"propdata" "actor_human"
"speed_walk" "77"
"speed_run" "364"
"ragdoll" "1"
"surfdata" "flesh"
"act_idle" "0"
"act_walk" "6"
"act_run" "14"
"act_dieSimple" "10,11,12,13,14,15,16,17"
// melee attack
"def_attack_melee" "melee_police_kick"
"attack_melee_range" "96"
(* "snd_melee_attack" "HGrunt.Kick" *)
// primary ranged attack
"def_attack_ranged" "ranged_police_pistol"
(* "snd_ranged_attack" "HGrunt.9MM" *)
"attack_ranged_range" "1024"
"reload_count" "30"
}
entityDef melee_police_kick
{
"spawnclass" "NSProjectile"
"is_bullet" "1"
"damage" "15"
"delay" "0.25"
"range" "64"
}
entityDef ranged_police_pistol
{
"inherit" "projectile_bullet_base"
"damage" "5"
"delay" "0.75"
}

View file

@ -1,6 +1,6 @@
entityDef npc_zombie
{
"spawnclass" "NSMonster"
"spawnclass" "ncMonster"
"model" "models/zombie/classic.mdl"
"netname" "Zombie"
"health" "skill:zombie_health"
@ -8,13 +8,24 @@ entityDef npc_zombie
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"propdata" "actor_alien"
"surfdata" "flesh"
"speed_walk" "72"
"speed_run" "72"
"ragdoll" "1"
"def_attack_melee" "melee_zombie_stab"
"melee_range" "96"
"act_idle" "0"
"act_walk" "1"
//"act_run" "12" // because it's fun
"act_smallFlinch" "25,26,27"
"act_bigFlinch" "25,26,27"
"act_meleeAttack1" "14,15,16,17"
"act_meleeAttack2" "18,19"
"act_dieSimple" "12"
"snd_sight" "monster_zombie.alert"
"snd_idle" "monster_zombie.idle"

View file

@ -0,0 +1,36 @@
entityDef npc_zombie_fast
{
"spawnclass" "ncMonster"
"model" "models/zombie/fast.mdl"
"netname" "Zombie"
"health" "skill:zombie_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"surfdata" "flesh"
"speed_walk" "72"
"speed_run" "200"
"ragdoll" "1"
"def_attack_melee" "melee_zombie_stab"
"melee_range" "96"
"act_idle" "0"
"act_walk" "23"
"act_run" "3"
"act_meleeAttack1" "8"
"act_meleeAttack2" "18"
"act_dieSimple" "12,4,5,6,7"
"snd_sight" "monster_zombie.alert"
"snd_idle" "monster_zombie.idle"
"snd_pain" "monster_zombie.pain"
"snd_death" ""
"snd_melee_attack" "monster_zombie.attack"
"snd_melee_attack_hit" "monster_zombie.attackhit"
"snd_melee_attack_miss" "monster_zombie.attackmiss"
"snd_thud" "monster_generic.thud"
}

View file

@ -0,0 +1,37 @@
entityDef npc_zombie_poison
{
"spawnclass" "ncMonster"
"model" "models/zombie/poison.mdl"
"netname" "Zombie"
"health" "skill:zombie_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"surfdata" "flesh"
"speed_walk" "72"
"ragdoll" "1"
"def_attack_melee" "melee_zombie_stab"
"melee_range" "96"
"act_idle" "1"
"act_walk" "3"
"act_run" "4"
"act_smallFlinch" "9,10"
"act_bigFlinch" "11"
"act_meleeAttack1" "7"
"act_meleeAttack2" "7"
"act_dieSimple" "12"
"snd_sight" "monster_zombie.alert"
"snd_idle" "monster_zombie.idle"
"snd_pain" "monster_zombie.pain"
"snd_death" ""
"snd_melee_attack" "monster_zombie.attack"
"snd_melee_attack_hit" "monster_zombie.attackhit"
"snd_melee_attack_miss" "monster_zombie.attackmiss"
"snd_thud" "monster_generic.thud"
}

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@ -0,0 +1,36 @@
entityDef npc_zombie_torso
{
"spawnclass" "ncMonster"
"model" "models/zombie/classic_torso.mdl"
"netname" "Zombie"
"health" "skill:zombie_health"
"mins" "-16 -16 0"
"maxs" "16 16 72"
"eye_height" "64"
"team" "2"
"surfdata" "flesh"
"speed_walk" "48"
"ragdoll" "1"
"def_attack_melee" "melee_zombie_stab"
"melee_range" "96"
"act_idle" "0,1"
"act_walk" "2"
"act_smallFlinch" "25,26,27"
"act_bigFlinch" "25,26,27"
"act_meleeAttack1" "3"
"act_meleeAttack2" "3"
"act_dieSimple" "4"
"snd_sight" "monster_zombie.alert"
"snd_idle" "monster_zombie.idle"
"snd_pain" "monster_zombie.pain"
"snd_death" ""
"snd_melee_attack" "monster_zombie.attack"
"snd_melee_attack_hit" "monster_zombie.attackhit"
"snd_melee_attack_miss" "monster_zombie.attackmiss"
"snd_thud" "monster_generic.thud"
}

36
decls/def/player.def Normal file
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@ -0,0 +1,36 @@
entityDef player
{
"spawnclass" "HLPlayer"
"health" "100"
"maxarmor" "100"
"bleeds" "1"
"surfdata" "flesh"
"armorProtection" "0.2"
"armorBonus" "0.5"
"def_precache1" "weapon_ar2"
}
entityDef player_mp
{
"inherit" "player"
"ammo_pistol" "150"
"ammo_smg1" "45"
"ammo_frag" "2"
"item" "item_suit"
"weapon" "weapon_crowbar,weapon_pistol,weapon_physcannon,weapon_frag,weapon_smg1"
"current_weapon" "2"
}
entityDef player_rebels
{
"inherit" "player_mp"
"weapon" "weapon_crowbar,weapon_pistol,weapon_physcannon,weapon_frag,weapon_smg1"
"team" "2"
}
entityDef player_combine
{
"inherit" "player"
"weapon" "weapon_stunstick,weapon_pistol,weapon_physcannon,weapon_frag,weapon_smg1"
"team" "1"
}

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@ -0,0 +1,6 @@
entityDef projectile_bullet_base
{
"spawnclass" "ncProjectile"
"is_bullet" "1"
"detonate_on_world" "1"
}

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@ -5,21 +5,16 @@ entityDef prop_combine_ball
"damage" "skill:npc_dmg_combineball"
"bounce" "1"
"velocity" "2500"
"angular_velocity" "0 0 200"
"fuse" "10"
"detonate_on_fuse" "0"
"fuse" "4"
"detonate_on_fuse" "1"
"detonate_on_death" "1"
"detonate_on_world" "0"
"detonate_on_actor" "0"
"impact_damage_effect" "1"
"impact_gib" "1"
"thrust" "2000"
"thrust_start" "0.1"
"thrust_end" "2"
"decal_detonate" "ExplosionScorch"
"model_detonate" "fx_explosion.main"
"light_color" "1 0.8 0.4"
@ -29,6 +24,7 @@ entityDef prop_combine_ball
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"reflects" "1"
"snd_explode" "fx.explosion"
"snd_bounce" "NPC_CombineBall.Impact"
}

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@ -1,6 +1,6 @@
entityDef info_player_start
{
"spawnclass" "NSSpawnPoint"
"spawnclass" "ncSpawnPoint"
"editor_mins" "-16 -16 -36"
"editor_maxs" "16 16 36"
"editor_description" "Singleplayer Spawn Point"
@ -9,7 +9,7 @@ entityDef info_player_start
entityDef info_player_deathmatch
{
"spawnclass" "NSSpawnPoint"
"spawnclass" "ncSpawnPoint"
"editor_mins" "-16 -16 -36"
"editor_maxs" "16 16 36"
"editor_description" "Deathmatch Spawn Point"
@ -18,7 +18,7 @@ entityDef info_player_deathmatch
entityDef info_player_coop
{
"spawnclass" "NSSpawnPoint"
"spawnclass" "ncSpawnPoint"
"editor_mins" "-16 -16 -36"
"editor_maxs" "16 16 36"
"editor_description" "Cooperative Spawn Point"

1
decls/def/vehicles.def Normal file
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@ -0,0 +1 @@
#include "vehicles/jeep.def"

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@ -0,0 +1,6 @@
entityDef prop_vehicle_jeep
{
"spawnclass" "prop_vehicle_driveable"
"model" "models/buggy.mdl"
"seatOffset" "0 0 0"
}

35
decls/def/weapons.def Normal file
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@ -0,0 +1,35 @@
#include "prop/combine_ball.def"
// shared weapons
#include "weapons/357.def"
#include "weapons/ar2.def"
#include "weapons/crossbow.def"
#include "weapons/crowbar.def"
#include "weapons/frag.def"
#include "weapons/gravitygun.def"
#include "weapons/pistol.def"
#include "weapons/rpg.def"
#include "weapons/shotgun.def"
#include "weapons/smg1.def"
// singleplayer only
#include "weapons/bugbait.def"
#include "weapons/superphyscannon.def"
// multiplayer
#include "weapons/slam.def"
#include "weapons/stunstick.def"
// npc
#include "weapons/alyxgun.def"
#include "weapons/annabelle.def"
#include "weapons/citizenpackage.def"
#include "weapons/citizensuitcase.def"
// development
#include "weapons/cubemap.def"
// as a treat
#include "weapons/bonus/portalgun.def"
#include "weapons/bonus/physgun.def"
#include "weapons/bonus/tool.def"

View file

@ -13,15 +13,17 @@ entityDef weapon_357
"snd_respawn" "Item.Materialize"
// weapon specific
"inv_ammo_357" "6"
"def_fireInfo" "fireInfo_357"
"inv_name" "#HL2_357Handgun"
"inv_name" ".357 MAGNUM"
"clipSize" "6"
"hl2hud_icon" "e"
"actFire" "1"
"actHolster" "4"
"actReload" "3"
"actDraw" "2"
"actIdle" "0"
"act_fire" "1"
"act_holster" "4"
"act_reload" "3"
"act_draw" "2"
"act_idle" "0"
"snd_fire" "Weapon_357.Single"
"snd_empty" "Weapon_Pistol.Empty"
@ -30,6 +32,16 @@ entityDef weapon_357
"hudSlot" "1"
"hudSlotPos" "1"
"weight" "7"
"physics" "1"
"buggyIdleAnim" "1"
// muzzle
"barrel" "ValveBiped.Muzzle" // optimised out by compiler, wait for attachments
"def_ejectBrass" "debris_pistolBrass"
"smoke_muzzle" "muzzle.smoke"
"muzzleRelativeOffset" "16 6 -1"
}
entityDef projectile_357
@ -45,6 +57,5 @@ entityDef fireInfo_357
"ammoRequired" "1"
"ammoPerShot" "1"
"fireRate" ".75"
"punchAngle" "-10 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"punchSpring" "-10 0 0"
}

View file

@ -16,16 +16,17 @@ entityDef weapon_alyxgun
"def_fireInfo" "fireInfo_pistol"
"inv_name" "#HL2_AlyxGun"
"clipSize" "30"
"hl2hud_icon" "d"
"actFire" "2,3,4,5"
"actFireEmpty" "6"
"actHolster" "10"
"actHolsterEmpty" "11"
"actReload" "9"
"actDraw" "7"
"actDrawEmpty" "8"
"actIdle" "0"
"actIdleEmpty" "1"
"act_fire" "2,3,4,5"
"act_fireEmpty" "6"
"act_holster" "10"
"act_holsterEmpty" "11"
"act_reload" "9"
"act_draw" "7"
"act_drawEmpty" "8"
"act_idle" "0"
"act_idleEmpty" "1"
"snd_fire" "Weapon_Pistol.NPC_Single"
"snd_empty" "Weapon_Pistol.Empty"

View file

@ -19,12 +19,12 @@ entityDef weapon_annabelle
"ammoType" "ammo_annabelle"
"ammoRequired" "1"
"actHolster" "4"
"actReloadStart" "5"
"actReload" "6"
"actReloadEnd" "7"
"actDraw" "3"
"actIdle" "0"
"act_holster" "4"
"act_reloadStart" "5"
"act_reload" "6"
"act_reloadEnd" "7"
"act_draw" "3"
"act_idle" "0"
"snd_empty" "Weapon_Shotgun.Empty"
@ -49,7 +49,7 @@ entityDef fireInfo_annabelle
"def_onFire" "projectile_annabelle"
"ammoPerShot" "1"
"fireRate" "0.75"
"actFire" "1"
"act_fire" "1"
"punchAngle" "-5 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"snd_fire" "Weapon_Shotgun.Single"

View file

@ -15,13 +15,17 @@ entityDef weapon_ar2
// weapon specific
"def_fireInfo" "fireInfo_ar2"
"def_altFireInfo" "fireInfo_ar2Alt"
"inv_name" "#HL2_Pulse_Rifle"
"inv_name" "OVERWATCH STANDARD ISSUE\n(PULSE-RIFLE)"
"clipSize" "30"
"hl2hud_icon" "l"
"inv_ammo_ar2" "30"
"ammoRequired" "1"
"ammoPerShot" "1"
"actHolster" "8"
"actReload" "6"
"actDraw" "7"
"actIdle" "0"
"act_holster" "8"
"act_reload" "6"
"act_draw" "7"
"act_idle" "0"
"snd_empty" "Weapon_IRifle.Empty"
@ -29,6 +33,14 @@ entityDef weapon_ar2
"hudSlot" "2"
"hudSlotPos" "1"
"weight" "5"
"physics" "1"
"buggyIdleAnim" "1"
// muzzle
"barrel" "ValveBiped.Muzzle" // optimised out by compiler, wait for attachments
"smoke_muzzle" "combinemuzzle.smoke"
"def_ejectBrass" "debris_pistolBrass"
"muzzleRelativeOffset" "16 4 -3"
}
entityDef projectile_ar2
@ -41,12 +53,9 @@ entityDef fireInfo_ar2
{
"def_onFire" "projectile_ar2"
"ammoType" "ammo_ar2"
"ammoRequired" "1"
"ammoPerShot" "1"
"fireRate" "0.1"
"punchAngle" "-2 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"actFire" "1,2,3,4"
"punchSpring" "-2 0 0"
"act_fire" "1,2,3,4"
"snd_fire" "Weapon_AR2.Single"
}
@ -54,12 +63,11 @@ entityDef fireInfo_ar2Alt
{
"def_onFire" "prop_combine_ball"
"ammoType" "ammo_ar2_altfire"
"ammoRequired" "1"
"ammoPerShot" "1"
"fireRate" ".45"
"punchAngle" "-10 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"actFireEnd" "5"
"actFire" "12"
"snd_fire" "Weapon_CombineGuard.Special1"
"fireRate" "1"
"punchSpring" "-10 0 0"
"act_fire" "5"
"act_delay" "12"
"snd_delay" "Weapon_CombineGuard.Special1"
"snd_fire" "NPC_CombineBall.Launch"
"chargeTime" "1"
}

View file

@ -0,0 +1,62 @@
entityDef weapon_physgun
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Physics Gun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"model" "models/weapons/w_physics.mdl"
"model_view" "models/weapons/v_superphyscannon.mdl"
"skin" "1"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_physgun"
"def_altFireInfo" "fireInfo_physgunAlt"
"inv_name" "Physics Gun"
"hl2hud_icon" "!"
"act_draw" "4"
"act_holster" "5"
"act_idle" "2"
"snd_fire" "Weapon_Physgun.On"
"snd_reload" "Weapon_Physgun.Off"
"fx_trail" "weapon_physgun.trail"
"fx_trail_world" "weapon_physgun.trail_world"
"joint_view_trail" "Muzzle"
"joint_world_trail" "Muzzle"
// HLWeapon specific
"hudSlot" "0"
"hudSlotPos" "5"
"weight" "10"
"physics" "1"
// HL2Weapon specific
"buggyIdleAnim" "1"
"physgun" "1"
"act_fire" "2"
"act_fireStop" "6"
}
entityDef fireInfo_physgun
{
"def_onFire" "foobar"
"def_onRelease" "foobar"
"fireRate" "0.1"
"snd_fire" ""
}
entityDef fireInfo_physgunAlt
{
"def_onFire" "foobar"
"def_onRelease" "foobar"
"physgunAlt" "1"
"semiAuto" "1"
}

View file

@ -0,0 +1,94 @@
entityDef weapon_portalgun
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Portal Gun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"model" "models/weapons/w_irifle.mdl"
"model_view" "models/weapons/v_irifle.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_portalgun"
"def_altFireInfo" "fireInfo_portalgunAlt"
"inv_name" "PORTAL GUN"
"hl2hud_icon" "l"
"act_holster" "8"
"act_draw" "7"
"act_idle" "0"
"act_fire" "5"
"snd_empty" "Weapon_PhysCannon.DryFire"
// HLWeapon specific
"hudSlot" "0"
"hudSlotPos" "1"
"weight" "0"
"physics" "1"
"buggyIdleAnim" "1"
}
entityDef projectile_portalgun
{
"spawnclass" "NSProjectile"
"model" ""
"health" "0"
"velocity" "9000"
"angular_velocity" "0 0 200"
"fuse" "10"
"detonate_on_fuse" "0"
"detonate_on_death" "1"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"thrust" "4000"
"thrust_start" "0.1"
"thrust_end" "2"
"light_color" "0 0 1"
"light_radius" "160"
"light_offset" "0 0 0"
"offset" "0 7 -8"
"def_planeImpact" "portal_blue"
}
entityDef projectile_portalgunAlt
{
"inherit" "projectile_portalgun"
"light_color" "1 0.5 0"
"def_planeImpact" "portal_red"
}
entityDef fireInfo_portalgun
{
"def_onFire" "projectile_portalgun"
"punchAngle" "-5 0 0"
"fireRate" "0.5"
}
entityDef fireInfo_portalgunAlt
{
"def_onFire" "projectile_portalgunAlt"
"punchAngle" "-5 0 0"
"fireRate" "0.5"
}
entityDef portal_blue
{
"spawnclass" "prop_portal"
}
entityDef portal_red
{
"spawnclass" "prop_portal"
"PortalTwo" "1"
}

View file

@ -0,0 +1,49 @@
entityDef weapon_tool
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#GM_ToolWeapon"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"model" "models/weapons/w_crossbow.mdl"
"model_view" "models/weapons/v_crossbow_dx7.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_toolPrimary"
"def_altFireInfo" "fireInfo_toolSecondary"
"inv_name" "#GM_ToolWeapon"
"ammoRequired" "0"
"hl2hud_icon" "e"
"act_fire" "3"
"act_fireLast" "6"
"act_holster" "5"
"act_reload" "4"
"act_draw" "2"
"act_idle" "0"
"act_idleEmpty" "1"
"snd_fire" "Weapon_357.Single"
// HLWeapon specific
"hudSlot" "0"
"hudSlotPos" "10"
"weight" "6"
"physics" "1"
"buggyIdleAnim" "1"
"toolgun" "1"
}
entityDef fireInfo_toolPrimary
{
"toolgun" "1"
}
entityDef fireInfo_toolSecondary
{
"toolgunAlt" "1"
}

View file

@ -7,51 +7,36 @@ entityDef weapon_bugbait
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"model" "models/w_bugbait.mdl"
"model_view" "models/v_bugbait.mdl"
"snd_acquire" "dmc_HL2Player.PickupWeapon"
"snd_respawn" "dmc_Item.Materialize"
"spin" "1"
//"model" "models/weapons/w_bugbait.mdl"
//"model_view" "models/weapons/v_bugbait.mdl"
"model" "models/items/grenadeAmmo.mdl"
"model_view" "models/weapons/v_grenade.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_bugbait"
"def_altFireInfo" "fireInfo_bugbaitAlt"
"inv_name" "#HL2_Bugbait"
"ammoType" "ammo_bugbait"
"inv_ammo_rockets" "5"
"ammoRequired" "1"
"ammoPerShot" "1"
"inv_name" "PHEROPOD\n(BUGBAIT)"
"ammoRequired" "0"
"hl2hud_icon" "j"
"actIdle" "2"
"actDraw" "3"
"actHolster" "4"
"snd_fire" "weapon_bugbait.fire"
"snd_empty" "weapon.empty"
"act_idle" "2"
"act_draw" "3"
"act_holster" "4"
// HLWeapon specific
"hudSlot" "5"
"hudSlotPos" "0"
"weight" "25"
entityDef fireInfo_bugbait
{
"def_onFire" "projectile_bugbait"
"fireRate" "1.5"
"actFire" "1"
}
entityDef fireInfo_bugbaitAlt
{
// "def_onFire" "projectile_bugbait" TODO Follow
"fireRate" "1.0"
"actFire" "5"
"buggyIdleAnim" "1"
}
entityDef projectile_bugbait
{
"spawnclass" "NSProjectile"
"model" "models/w_bugbait.mdl"
"spawnclass" "ncProjectile"
//"model" "models/weapons/w_bugbait.mdl"
"model" "models/items/grenadeAmmo.mdl"
"offset" "24 0 -8"
"velocity" "600 0 200"
"angular_velocity" "300 300 300"
@ -67,11 +52,20 @@ entityDef projectile_bugbait
"decal_detonate" "ExplosionScorch"
"model_detonate" "fx_explosion.main"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "weapon_grenadelauncher.explode"
"snd_bounce" "weapon_grenadelauncher.bounce"
"snd_explode" "GrenadeBugBait.Splat"
}
entityDef fireInfo_bugbait
{
"def_onFire" "projectile_bugbait"
"fireRate" "1.5"
"act_fire" "1"
}
entityDef fireInfo_bugbaitAlt
{
"def_onFire" "projectile_bugbait"
"fireRate" "1.0"
"act_fire" "5"
"snd_fire" "Weapon_Bugbait.Splat"
}

View file

@ -9,4 +9,5 @@ entityDef weapon_citizenpackage
"spawnclass" "HLWeapon"
"model" "models/weapons/w_package.mdl"
"inv_item" "Citizen Package"
"physics" "1"
}

View file

@ -9,4 +9,5 @@ entityDef weapon_citizensuitcase
"spawnclass" "HLWeapon"
"model" "models/weapons/w_suitcase_passenger.mdl"
"inv_item" "Citizen Suitcase"
"physics" "1"
}

View file

@ -14,19 +14,20 @@ entityDef weapon_crossbow
// weapon specific
"def_fireInfo" "fireInfo_crossbow"
"inv_name" "#HL2_Crossbow"
"inv_name" "CROSSBOW"
"inv_ammo_crossbow" "4"
"clipSize" "1"
"ammoType" "ammo_crossbow"
"ammoRequired" "1"
"hl2hud_icon" "g"
"actFire" "3"
"actFireLast" "6"
"actHolster" "5"
"actReload" "4"
"actDraw" "2"
"actIdle" "0"
"actIdleEmpty" "1"
"act_fire" "3"
"act_fireLast" "6"
"act_holster" "5"
"act_reload" "4"
"act_draw" "2"
"act_idle" "0"
"act_idleEmpty" "1"
"snd_fire" "Weapon_Crossbow.Single"
// "snd_reload" "Weapon_Crossbow.Reload"
@ -36,6 +37,8 @@ entityDef weapon_crossbow
"hudSlotPos" "1"
"weight" "6"
"zoomFov" "18"
"physics" "1"
"buggyIdleAnim" "1"
}
entityDef fireInfo_crossbow
@ -47,13 +50,13 @@ entityDef fireInfo_crossbow
entityDef debris_bolt
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" "models/crossbow_bolt.mdl"
}
entityDef projectile_bolt
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" "models/crossbow_bolt.mdl"
"velocity" "2000 0 0"
"angular_velocity" "0 0 20"

View file

@ -13,23 +13,22 @@ entityDef weapon_crowbar
"snd_respawn" "Item.Materialize"
// weapon specific
"def_melee" "damage_crowbar"
"melee_distance" "32"
"inv_name" "#HL2_Crowbar"
"clipSize" "6"
"ammoType" ""
"inv_name" "CROWBAR"
"ammoRequired" "0"
"clipSize" "0"
"silent_fire" "1"
"hl2hud_icon" "c"
"meleeRateMiss" "0.5"
"meleeRateHit" "0.45"
"def_onFire" "projectile_crowbar"
"testDistance" "-64"
"failRate" "0.5"
"fireRate" "0.45"
"actIdle" "0"
"actDraw" "1"
"actHolster" "8"
"actMeleeMiss" "2,3"
"actMeleeHit" "4,5,6,7"
"act_idle" "0"
"act_draw" "1"
"act_holster" "8"
"act_fireFailed" "2,3"
"act_fire" "4,5,6,7"
"punchSpring" "1.5 -1.5 0"
// HLWeapon specific
"hudSlot" "0"
@ -37,14 +36,16 @@ entityDef weapon_crowbar
"weight" "0"
"crosshair" "none"
"ammoIcon" "none"
"physics" "1"
"buggyIdleAnim" "1"
}
entityDef damage_crowbar
entityDef projectile_crowbar
{
"damage" "skill:plr_crowbar"
"gib" "1"
"snd_hit" "Weapon_Crowbar.Melee_HitWorld"
"snd_hitFlesh" "Weapon_Crowbar.Melee_Hit"
"snd_miss" "Weapon_Crowbar.Single"
"spawnclass" "ncProjectile"
"damage" "skill:plr_dmg_crowbar"
"is_bullet" "1"
"detonate_on_world" "1"
}

View file

@ -12,38 +12,45 @@ entityDef weapon_frag
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"inv_name" "#HL2_Grenade"
"inv_name" "GRENADE"
"inv_weapon" "weapon_frag"
"inv_ammo_grenade" "5"
"def_onRelease" "projectile_grenade"
"def_explode_inhand" "env_grenade_explodeinhand"
"def_damage_inhand" "damage_grenadeSplash"
"ammoType" "ammo_grenade"
"ammoRequired" "1"
"silent_fire" "1"
"primed_fuse" "4"
"removeOnEmpty" "1"
"def_onFire" "projectile_grenade"
"actIdle" "0,1"
"actDraw" "7"
"actHolster" "6"
"actFire" "2"
"actRelease" "3,4,5"
"ammoType" "ammo_handgrenade"
"ammoRequired" "0"
"silent_fire" "1"
"chargeTime" "4"
"removeOnEmpty" "0"
"drawAfterRelease" "1"
"hl2hud_icon" "k"
"act_idle" "0"
"act_draw" "6"
"act_holster" "2"
"act_fire" "3"
"act_delay" "1"
"act_release" "3"
// HLWeapon specific
"hudSlot" "4"
"hudSlotPos" "0"
"weight" "1"
"crosshair" "none"
"physics" "1"
"buggyIdleAnim" "1"
}
entityDef projectile_grenade
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" "models/items/grenadeAmmo.mdl"
"frame" "1"
"fuse" "4"
"thrown" "1"
"detonate_on_fuse" "1"
"detonate_offset" "24"
"bounce" "1"
"angular_velocity" "-350 0 0"
"model_detonate" "fx_explosion.main"

View file

@ -7,7 +7,7 @@ entityDef weapon_physcannon
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"model" "models/weapons/w_physcannon.mdl"
"model" "models/weapons/w_physics.mdl"
"model_view" "models/weapons/v_physcannon.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
@ -15,12 +15,12 @@ entityDef weapon_physcannon
// weapon specific
"def_fireInfo" "fireInfo_physcannon"
"def_altFireInfo" "fireInfo_physcannonAlt"
"inv_name" "#HL2_GravityGun"
"inv_name" "ZERO-POINT ENERGY GUN\n(GRAVITY GUN)"
"hl2hud_icon" "m"
"actDraw" "4"
"actHolster" "5"
"actIdle" "2"
"act_draw" "4"
"act_holster" "5"
"act_idle" "2"
"snd_empty" "Weapon_PhysCannon.DryFire"
@ -28,6 +28,17 @@ entityDef weapon_physcannon
"hudSlot" "0"
"hudSlotPos" "1"
"weight" "0"
"physics" "1"
// HL2Weapon specific
"physcannon" "1"
"physcannonCenterForce" "1500"
"physcannonPushRange" "256"
"physcannonPullRange" "1024"
"physcannonForceOffset" "60"
"physcannonPullForce" "4000"
"physcannonReflectMultiplier" "-0.65"
"buggyIdleAnim" "1"
}
entityDef damage_physcannonDirect
@ -37,21 +48,19 @@ entityDef damage_physcannonDirect
entityDef fireInfo_physcannon
{
// "def_onFire" "projectile_smg1"
"fireRate" "0.7"
"punchAngle" "-10 0 0"
"punchSpring" "-1.5 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"actFire" "6"
"act_fire" "6"
"snd_fire" "Weapon_PhysCannon.Launch"
}
entityDef fireInfo_physcannonAlt
{
// "def_onFire" "projectile_ARgrneade"
"fireRate" "1.0"
"punchAngle" "-10 0 0"
"fireRate" "0.001"
"model_flash" "sprites/muzzleflash2.spr"
"actFire" "5"
"actFireLoop" "3"
"snd_fire" "Weapon_PhysCannon.Pickup"
"act_fire" "6"
"act_idle" "3"
"snd_fireStop" "Weapon_PhysCannon.Pickup"
"physcannonAlt" "1"
}

View file

@ -14,26 +14,36 @@ entityDef weapon_pistol
// weapon specific
"def_fireInfo" "fireInfo_pistol"
"inv_name" "#HL2_Pistol"
"inv_name" "9MM PISTOL"
"clipSize" "18"
"hl2hud_icon" "d"
"actFire" "2,3,4,5"
"actFireEmpty" "6"
"actHolster" "10"
"actHolsterEmpty" "11"
"actReload" "9"
"actDraw" "7"
"actDrawEmpty" "8"
"actIdle" "0"
"actIdleEmpty" "1"
"act_fire" "2,3,4,5"
"act_fireEmpty" "6"
"act_holster" "10"
"act_holsterEmpty" "11"
"act_reload" "9"
"act_draw" "7"
"act_drawEmpty" "8"
"act_idle" "0"
"act_idleEmpty" "1"
"snd_fire" "Weapon_Pistol.Single"
"snd_empty" "Weapon_Pistol.Empty"
"snd_reload" "Weapon_Pistol.Reload"
// HLWeapon specific
"hudSlot" "1"
"hudSlotPos" "0"
"weight" "2"
"physics" "1"
"buggyIdleAnim" "1"
// muzzle
"barrel" "ValveBiped.muzzle"
"def_ejectBrass" "debris_pistolBrass"
"smoke_muzzle" "muzzle.smoke"
"muzzleOffset" "0 3 -2"
}
entityDef projectile_pistol
@ -50,6 +60,5 @@ entityDef fireInfo_pistol
"ammoPerShot" "1"
"fireRate" "0.1"
"semiAuto" "1"
"punchAngle" "-1 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"punchSpring" "-2 0.5 0"
}

View file

@ -12,30 +12,33 @@ entityDef weapon_rpg
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"inv_name" "#HL2_RPG"
"inv_name" "RPG\n(ROCKET PROPELLED GRENADE)"
"def_fireInfo" "fireInfo_rpg"
"ammoType" "ammo_rpg"
"clipSize" "1"
"ammoRequired" "1"
"ammoPerShot" "1"
"inv_ammo_rpg" "2"
"inv_ammo_rpg" "3"
"fireRate" "2.5"
"hl2hud_icon" "i"
"actIdle" "0"
"actDraw" "1"
"actFire" "2"
"actReload" "3"
"act_idle" "0"
"act_draw" "1"
"act_fire" "2"
"act_fireStop" "3"
"snd_fire" "Weapon_RPG.Single"
// HLWeapon specific
"hudSlot" "4"
"hudSlotPos" "1"
"weight" "0"
"laser" "1"
"physics" "1"
"buggyIdleAnim" "1"
}
entityDef projectile_rocket
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" "models/weapons/w_missile_launch.mdl"
"def_damage" "damage_rocketDirect"
@ -57,6 +60,7 @@ entityDef projectile_rocket
"smoke_fly" "weapon_rpg.trail"
"model_detonate" "fx_explosion.main"
"detonate_offset" "24"
"light_color" "1 0.8 0.4"
"light_radius" "160"
"light_offset" "0 0 0"
@ -65,7 +69,7 @@ entityDef projectile_rocket
"explode_light_radius" "320"
"explode_light_fadetime" "0.5"
"snd_explode" "fx.explosion"
"snd_explode" "BaseGrenade.Explode"
}
entityDef projectile_rocket_homing
@ -77,11 +81,13 @@ entityDef projectile_rocket_homing
entityDef damage_rocketDirect
{
"damage" "skill:plr_dmg_rpg_round"
"knockback" "1025"
}
entityDef damage_rocketSplash
{
"damage" "skill:plr_dmg_rpg_round"
"knockback" "1025"
"radius" "250"
}

View file

@ -13,27 +13,40 @@ entityDef weapon_shotgun
"snd_respawn" "Item.Materialize"
// weapon specific
"inv_ammo_buckshot" "6"
"def_fireInfo" "fireInfo_shotgun"
"def_altFireInfo" "fireInfo_altShotgun"
"inv_name" "#HL2_Shotgun"
"inv_name" "SHOTGUN"
"clipSize" "6"
"ammoType" "ammo_buckshot"
"ammoRequired" "1"
"hl2hud_icon" "b"
"actPump" "8"
"actHolster" "4"
"actReloadStart" "5"
"actReload" "6"
"actReloadEnd" "7"
"actDraw" "3"
"actIdle" "0"
"act_pump" "8"
"act_holster" "4"
"act_reloadStart" "5"
"act_reload" "6"
"act_reloadEnd" "7"
"act_draw" "3"
"act_idle" "0"
"act_cock" "8"
"cocks" "1"
"snd_empty" "Weapon_Shotgun.Empty"
"snd_reload" "Weapon_Shotgun.Reload"
"snd_cock" "Weapon_Shotgun.Special1"
// HLWeapon specific
"hudSlot" "3"
"hudSlotPos" "0"
"weight" "4"
"physics" "1"
"buggyIdleAnim" "1"
// muzzle
"barrel" "ValveBiped.Muzzle" // optimised out by compiler, wait for attachments
"def_ejectBrass" "debris_pistolBrass"
"smoke_muzzle" "muzzle.smoke"
"muzzleRelativeOffset" "16 6 -1"
}
entityDef projectile_shotgun
@ -56,10 +69,8 @@ entityDef fireInfo_shotgun
{
"def_onFire" "projectile_shotgun"
"ammoPerShot" "1"
"actFire" "1"
"actFireStop" "8"
"punchAngle" "-5 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"act_fire" "1"
"punchSpring" "-3 0 0"
"snd_fire" "Weapon_Shotgun.Single"
}
@ -67,9 +78,7 @@ entityDef fireInfo_altShotgun
{
"def_onFire" "projectile_shotgun_alt"
"ammoPerShot" "2"
"actFire" "2"
"actFireStop" "8"
"punchAngle" "-10 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"act_fire" "2"
"punchSpring" "-5 0 0"
"snd_fire" "Weapon_Shotgun.Double"
}

View file

@ -12,7 +12,7 @@ entityDef weapon_slam
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"inv_name" "#HL2_SLAM"
"inv_name" "S.L.A.M\n(Selectable Lightweight Attack Munition)"
"ammoType" "ammo_slam"
"inv_ammo_slam" "3"
"ammoRequired" "1"
@ -21,10 +21,11 @@ entityDef weapon_slam
// "def_plant" "monster_tripmine" TODO
"fireRate" "1.0"
"removeOnEmpty" "1"
"hl2hud_icon" "o"
"actIdle" "0,1"
"actDraw" "2"
"actFire" "3"
"act_idle" "0,1"
"act_draw" "2"
"act_fire" "3"
"snd_fire" "Weapon_SLAM.SatchelThrow"
// "snd_plant" "TripmineGrenade.Place" TODO
@ -36,12 +37,14 @@ entityDef weapon_slam
"hudSlotPos" "2"
"weight" "1"
"crosshair" "none"
"physics" "1"
"buggyIdleAnim" "1"
}
entityDef projectile_slam
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" "models/weapons/w_slam.mdl"
"velocity" "274 0 0"
"angular_velocity" "0 400 0"

View file

@ -3,7 +3,7 @@ entityDef weapon_smg1
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HL2_SMG1"
"editor_usage" "SMG1 from Half-Life 2. Uses item_ammo_smg1 and item_ammo_smg1_large."
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
@ -15,24 +15,35 @@ entityDef weapon_smg1
// weapon specific
"def_fireInfo" "fireInfo_smg1"
"def_altFireInfo" "fireInfo_smg1Alt"
"inv_name" "#HL2_SMG1"
"inv_name" "SMG\n(SUBMACHINE GUN)"
"clipSize" "45"
"hl2hud_icon" "a"
"actReload" "7"
"actDraw" "6"
"actIdle" "0"
// acts are temp until FTEQW natively reads Source MDL activities
"act_reload" "7"
"act_draw" "6"
"act_idle" "0"
"snd_reload" "Weapon_SMG1.Reload"
"snd_empty" "Weapon_SMG1.Empty"
// HLWeapon specific
"hudSlot" "2"
"hudSlotPos" "0"
"weight" "3"
"physics" "1"
"buggyIdleAnim" "1"
// muzzle
"barrel" "ValveBiped.muzzle"
"def_ejectBrass" "debris_pistolBrass"
"smoke_muzzle" "muzzle.smoke"
"muzzleOffset" "0 5 -2"
}
entityDef projectile_ARgrenade
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" "models/items/ar2_grenade.mdl"
"offset" "16 0 0"
"velocity" "800 0 0"
@ -77,9 +88,8 @@ entityDef fireInfo_smg1
"ammoRequired" "1"
"ammoPerShot" "1"
"fireRate" "0.085"
"punchAngle" "-2 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"actFire" "1,2,3,4"
"punchSpring" "-0.5 0.25 0.1"
"act_fire" "1,2,3,4"
"snd_fire" "Weapon_SMG1.Single"
}
@ -90,9 +100,8 @@ entityDef fireInfo_smg1Alt
"ammoRequired" "1"
"ammoPerShot" "1"
"fireRate" "1.0"
"punchAngle" "-10 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"actFire" "5"
"punchSpring" "-1 0.5 0.1"
"act_fire" "5"
"snd_fire" "Weapon_SMG1.Special1"
}

View file

@ -0,0 +1,49 @@
entityDef weapon_stunstick
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HL2_StunBaton"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"model" "models/weapons/w_stunbaton.mdl"
"model_view" "models/weapons/v_stunstick.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"inv_name" "STUNSTICK"
"ammoRequired" "0"
"silent_fire" "1"
"hl2hud_icon" "c"
"def_onFire" "projectile_stunstick"
"testDistance" "-64"
"failRate" "0.5"
"fireRate" "0.45"
"act_idle" "0"
"act_draw" "1"
"act_holster" "8"
"act_fireFailed" "2,3"
"act_fire" "4,5,6,7"
// HLWeapon specific
"hudSlot" "0"
"hudSlotPos" "0"
"weight" "0"
"crosshair" "none"
"ammoIcon" "none"
"physics" "1"
"buggyIdleAnim" "1"
}
entityDef projectile_stunstick
{
"spawnclass" "ncProjectile"
"damage" "skill:plr_dmg_stunstick"
"is_bullet" "1"
"detonate_on_world" "1"
}

View file

@ -0,0 +1,43 @@
entityDef weapon_superphyscannon
{
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "#HL2_GravityGun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"model" "models/weapons/w_physics.mdl"
"model_view" "models/weapons/v_superphyscannon.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"skin" "1"
// weapon specific
"def_fireInfo" "fireInfo_physcannon"
"def_altFireInfo" "fireInfo_physcannonAlt"
"inv_name" "ZERO-POINT ENERGY GUN\n(GRAVITY GUN)"
"hl2hud_icon" "m"
"act_draw" "4"
"act_holster" "5"
"act_idle" "2"
"snd_empty" "Weapon_PhysCannon.DryFire"
// HLWeapon specific
"hudSlot" "0"
"hudSlotPos" "1"
"weight" "0"
"physics" "1"
// HL2Weapon specific
"physcannon" "1"
"physcannonCenterForce" "1500"
"physcannonPushRange" "256"
"physcannonPullRange" "1024"
"physcannonForceOffset" "60"
"physcannonPullForce" "8000"
"physcannonReflectMultiplier" "-0.65"
"buggyIdleAnim" "1"
}

View file

@ -0,0 +1,10 @@
typeInfo foobar
{
"task_1" "Wait 1"
"task_2" "TargetNearestPlayer"
"task_3" "WalkToTarget"
"task_4" "Wait 3"
"task_5" "TargetNearestPlayer"
"task_6" "WalkToTarget"
"task_7" "PerformSchedule foobar"
}

View file

@ -0,0 +1,571 @@
typeInfo activities
{
"act_reset" "0"
"act_idle" "1"
"act_transition" "2"
"act_cover" "3"
"act_cover_med" "4"
"act_cover_low" "5"
"act_walk" "6"
"act_walk_aim" "7"
"act_walk_crouch" "8"
"act_walk_crouch_aim" "9"
"act_run" "10"
"act_run_aim" "11"
"act_run_crouch" "12"
"act_run_crouch_aim" "13"
"act_run_protected" "14"
"act_script_custom_move" "15"
"act_range_attack1" "16"
"act_range_attack2" "17"
"act_range_attack1_low" "18"
"act_range_attack2_low" "19"
"act_diesimple" "20"
"act_diebackward" "21"
"act_dieforward" "22"
"act_dieviolent" "23"
"act_dieragdoll" "24"
"act_fly" "25"
"act_hover" "26"
"act_glide" "27"
"act_swim" "28"
"act_jump" "29"
"act_hop" "30"
"act_leap" "31"
"act_land" "32"
"act_climb_up" "33"
"act_climb_down" "34"
"act_climb_dismount" "35"
"act_shipladder_up" "36"
"act_shipladder_down" "37"
"act_strafe_left" "38"
"act_strafe_right" "39"
"act_roll_left" "40"
"act_roll_right" "41"
"act_turn_left" "42"
"act_turn_right" "43"
"act_crouch" "44"
"act_crouchidle" "45"
"act_stand" "46"
"act_use" "47"
"act_signal1" "48"
"act_signal2" "49"
"act_signal3" "50"
"act_signal_advance" "51"
"act_signal_forward" "52"
"act_signal_group" "53"
"act_signal_halt" "54"
"act_signal_left" "55"
"act_signal_right" "56"
"act_signal_takecover" "57"
"act_lookback_right" "58"
"act_lookback_left" "59"
"act_cower" "60"
"act_small_flinch" "61"
"act_big_flinch" "62"
"act_melee_attack1" "63"
"act_melee_attack2" "64"
"act_reload" "65"
"act_reload_low" "66"
"act_arm" "67"
"act_disarm" "68"
"act_pickup_ground" "69"
"act_pickup_rack" "70"
"act_idle_angry" "71"
"act_idle_relaxed" "72"
"act_idle_stimulated" "73"
"act_idle_agitated" "74"
"act_walk_relaxed" "75"
"act_walk_stimulated" "76"
"act_walk_agitated" "77"
"act_run_relaxed" "78"
"act_run_stimulated" "79"
"act_run_agitated" "80"
"act_idle_aim_relaxed" "81"
"act_idle_aim_stimulated" "82"
"act_idle_aim_agitated" "83"
"act_walk_aim_relaxed" "84"
"act_walk_aim_stimulated" "85"
"act_walk_aim_agitated" "86"
"act_run_aim_relaxed" "87"
"act_run_aim_stimulated" "88"
"act_run_aim_agitated" "89"
"act_walk_hurt" "90"
"act_run_hurt" "91"
"act_special_attack1" "92"
"act_special_attack2" "93"
"act_combat_idle" "94"
"act_walk_scared" "95"
"act_run_scared" "96"
"act_victory_dance" "97"
"act_die_headshot" "98"
"act_die_chestshot" "99"
"act_die_gutshot" "100"
"act_die_backshot" "101"
"act_flinch_head" "102"
"act_flinch_chest" "103"
"act_flinch_stomach" "104"
"act_flinch_leftarm" "105"
"act_flinch_rightarm" "106"
"act_flinch_leftleg" "107"
"act_flinch_rightleg" "108"
"act_flinch_physics" "109"
"act_idle_on_fire" "110"
"act_walk_on_fire" "111"
"act_run_on_fire" "112"
"act_rappel_loop" "113"
"act_180_left" "114"
"act_180_right" "115"
"act_90_left" "116"
"act_90_right" "117"
"act_step_left" "118"
"act_step_right" "119"
"act_step_back" "120"
"act_step_fore" "121"
"act_gesture_range_attack1" "122"
"act_gesture_range_attack2" "123"
"act_gesture_melee_attack1" "124"
"act_gesture_melee_attack2" "125"
"act_gesture_range_attack1_low" "126"
"act_gesture_range_attack2_low" "127"
"act_melee_attack_swing_gesture" "128"
"act_gesture_small_flinch" "129"
"act_gesture_big_flinch" "130"
"act_gesture_flinch_blast" "131"
"act_gesture_flinch_head" "132"
"act_gesture_flinch_chest" "133"
"act_gesture_flinch_stomach" "134"
"act_gesture_flinch_leftarm" "135"
"act_gesture_flinch_rightarm" "136"
"act_gesture_flinch_leftleg" "137"
"act_gesture_flinch_rightleg" "138"
"act_gesture_turn_left" "139"
"act_gesture_turn_right" "140"
"act_gesture_turn_left45" "141"
"act_gesture_turn_right45" "142"
"act_gesture_turn_left90" "143"
"act_gesture_turn_right90" "144"
"act_gesture_turn_left45_flat" "145"
"act_gesture_turn_right45_flat" "146"
"act_gesture_turn_left90_flat" "147"
"act_gesture_turn_right90_flat" "148"
"act_barnacle_hit" "149"
"act_barnacle_pull" "150"
"act_barnacle_chomp" "151"
"act_barnacle_chew" "152"
"act_do_not_disturb" "153"
"act_vm_draw" "154"
"act_vm_holster" "155"
"act_vm_idle" "156"
"act_vm_fidget" "157"
"act_vm_pullback" "158"
"act_vm_pullback_high" "159"
"act_vm_pullback_low" "160"
"act_vm_throw" "161"
"act_vm_pullpin" "162"
"act_vm_primaryattack" "163"
"act_vm_secondaryattack" "164"
"act_vm_reload" "165"
"act_vm_dryfire" "166"
"act_vm_hitleft" "167"
"act_vm_hitleft2" "168"
"act_vm_hitright" "169"
"act_vm_hitright2" "170"
"act_vm_hitcenter" "171"
"act_vm_hitcenter2" "172"
"act_vm_missleft" "173"
"act_vm_missleft2" "174"
"act_vm_missright" "175"
"act_vm_missright2" "176"
"act_vm_misscenter" "177"
"act_vm_misscenter2" "178"
"act_vm_haulback" "179"
"act_vm_swinghard" "180"
"act_vm_swingmiss" "181"
"act_vm_swinghit" "182"
"act_vm_idle_to_lowered" "183"
"act_vm_idle_lowered" "184"
"act_vm_lowered_to_idle" "185"
"act_vm_recoil1" "186"
"act_vm_recoil2" "187"
"act_vm_recoil3" "188"
"act_vm_attach_silencer" "189"
"act_vm_detach_silencer" "190"
"act_slam_stickwall_idle" "191"
"act_slam_stickwall_nd_idle" "192"
"act_slam_stickwall_attach" "193"
"act_slam_stickwall_attach2" "194"
"act_slam_stickwall_nd_attach" "195"
"act_slam_stickwall_nd_attach2" "196"
"act_slam_stickwall_detonate" "197"
"act_slam_stickwall_detonator_holster" "198"
"act_slam_stickwall_draw" "199"
"act_slam_stickwall_nd_draw" "200"
"act_slam_stickwall_to_throw" "201"
"act_slam_stickwall_to_throw_nd" "202"
"act_slam_stickwall_to_tripmine_nd" "203"
"act_slam_throw_idle" "204"
"act_slam_throw_nd_idle" "205"
"act_slam_throw_throw" "206"
"act_slam_throw_throw2" "207"
"act_slam_throw_throw_nd" "208"
"act_slam_throw_throw_nd2" "209"
"act_slam_throw_draw" "210"
"act_slam_throw_nd_draw" "211"
"act_slam_throw_to_stickwall" "212"
"act_slam_throw_to_stickwall_nd" "213"
"act_slam_throw_detonate" "214"
"act_slam_throw_detonator_holster" "215"
"act_slam_throw_to_tripmine_nd" "216"
"act_slam_tripmine_idle" "217"
"act_slam_tripmine_draw" "218"
"act_slam_tripmine_attach" "219"
"act_slam_tripmine_attach2" "220"
"act_slam_tripmine_to_stickwall_nd" "221"
"act_slam_tripmine_to_throw_nd" "222"
"act_slam_detonator_idle" "223"
"act_slam_detonator_draw" "224"
"act_slam_detonator_detonate" "225"
"act_slam_detonator_holster" "226"
"act_slam_detonator_stickwall_draw" "227"
"act_slam_detonator_throw_draw" "228"
"act_shotgun_reload_start" "229"
"act_shotgun_reload_finish" "230"
"act_shotgun_pump" "231"
"act_smg2_idle2" "232"
"act_smg2_fire2" "233"
"act_smg2_draw2" "234"
"act_smg2_reload2" "235"
"act_smg2_dryfire2" "236"
"act_smg2_toauto" "237"
"act_smg2_toburst" "238"
"act_physcannon_upgrade" "239"
"act_range_attack_ar1" "240"
"act_range_attack_ar2" "241"
"act_range_attack_ar2_low" "242"
"act_range_attack_ar2_grenade" "243"
"act_range_attack_hmg1" "244"
"act_range_attack_ml" "245"
"act_range_attack_smg1" "246"
"act_range_attack_smg1_low" "247"
"act_range_attack_smg2" "248"
"act_range_attack_shotgun" "249"
"act_range_attack_shotgun_low" "250"
"act_range_attack_pistol" "251"
"act_range_attack_pistol_low" "252"
"act_range_attack_slam" "253"
"act_range_attack_tripwire" "254"
"act_range_attack_throw" "255"
"act_range_attack_sniper_rifle" "256"
"act_range_attack_rpg" "257"
"act_melee_attack_swing" "258"
"act_range_aim_low" "259"
"act_range_aim_smg1_low" "260"
"act_range_aim_pistol_low" "261"
"act_range_aim_ar2_low" "262"
"act_cover_pistol_low" "263"
"act_cover_smg1_low" "264"
"act_gesture_range_attack_ar1" "265"
"act_gesture_range_attack_ar2" "266"
"act_gesture_range_attack_ar2_grenade" "267"
"act_gesture_range_attack_hmg1" "268"
"act_gesture_range_attack_ml" "269"
"act_gesture_range_attack_smg1" "270"
"act_gesture_range_attack_smg1_low" "271"
"act_gesture_range_attack_smg2" "272"
"act_gesture_range_attack_shotgun" "273"
"act_gesture_range_attack_pistol" "274"
"act_gesture_range_attack_pistol_low" "275"
"act_gesture_range_attack_slam" "276"
"act_gesture_range_attack_tripwire" "277"
"act_gesture_range_attack_throw" "278"
"act_gesture_range_attack_sniper_rifle" "279"
"act_gesture_melee_attack_swing" "280"
"act_idle_rifle" "281"
"act_idle_smg1" "282"
"act_idle_angry_smg1" "283"
"act_idle_pistol" "284"
"act_idle_angry_pistol" "285"
"act_idle_angry_shotgun" "286"
"act_idle_package" "287"
"act_walk_package" "288"
"act_idle_suitcase" "289"
"act_walk_suitcase" "290"
"act_idle_smg1_relaxed" "291"
"act_idle_smg1_stimulated" "292"
"act_walk_rifle_relaxed" "293"
"act_run_rifle_relaxed" "294"
"act_walk_rifle_stimulated" "295"
"act_run_rifle_stimulated" "296"
"act_walk_aim_rifle_stimulated" "297"
"act_run_aim_rifle_stimulated" "298"
"act_idle_shotgun_relaxed" "299"
"act_idle_shotgun_stimulated" "300"
"act_idle_shotgun_agitated" "301"
"act_walk_angry" "302"
"act_police_harass1" "303"
"act_police_harass2" "304"
"act_idle_mannedgun" "305"
"act_idle_melee" "306"
"act_idle_angry_melee" "307"
"act_idle_rpg_relaxed" "308"
"act_idle_rpg" "309"
"act_idle_angry_rpg" "310"
"act_cover_low_rpg" "311"
"act_walk_rpg" "312"
"act_run_rpg" "313"
"act_walk_crouch_rpg" "314"
"act_run_crouch_rpg" "315"
"act_walk_rpg_relaxed" "316"
"act_run_rpg_relaxed" "317"
"act_walk_rifle" "318"
"act_walk_aim_rifle" "319"
"act_walk_crouch_rifle" "320"
"act_walk_crouch_aim_rifle" "321"
"act_run_rifle" "322"
"act_run_aim_rifle" "323"
"act_run_crouch_rifle" "324"
"act_run_crouch_aim_rifle" "325"
"act_walk_aim_shotgun" "326"
"act_run_aim_shotgun" "327"
"act_walk_aim_pistol" "328"
"act_run_aim_pistol" "329"
"act_reload_pistol" "330"
"act_reload_pistol_low" "331"
"act_reload_smg1" "332"
"act_reload_smg1_low" "333"
"act_gesture_reload" "334"
"act_gesture_reload_pistol" "335"
"act_gesture_reload_smg1" "336"
"act_busy_lean_left" "337"
"act_busy_lean_left_entry" "338"
"act_busy_lean_left_exit" "339"
"act_busy_lean_back" "340"
"act_busy_lean_back_entry" "341"
"act_busy_lean_back_exit" "342"
"act_busy_sit_ground" "343"
"act_busy_sit_ground_entry" "344"
"act_busy_sit_ground_exit" "345"
"act_busy_sit_chair" "346"
"act_busy_sit_chair_entry" "347"
"act_busy_sit_chair_exit" "348"
"act_busy_stand" "349"
"act_busy_queue" "350"
"act_die_barnacle_swallow" "351"
"act_gesture_barnacle_strangle" "352"
"act_physcannon_detach" "353"
"act_die_frontside" "354"
"act_die_rightside" "355"
"act_die_backside" "356"
"act_die_leftside" "357"
"act_open_door" "358"
"act_startdying" "359"
"act_dyingloop" "360"
"act_dyingtodead" "361"
"act_ride_manned_gun" "362"
"act_vm_sprint_enter" "363"
"act_vm_sprint_idle" "364"
"act_vm_sprint_leave" "365"
"act_fire_start" "366"
"act_fire_loop" "367"
"act_fire_end" "368"
"act_crouching_grenadeidle" "369"
"act_crouching_grenadeready" "370"
"act_crouching_primaryattack" "371"
"act_overlay_grenadeidle" "372"
"act_overlay_grenadeready" "373"
"act_overlay_primaryattack" "374"
"act_overlay_shield_up" "375"
"act_overlay_shield_down" "376"
"act_overlay_shield_up_idle" "377"
"act_overlay_shield_attack" "378"
"act_overlay_shield_knockback" "379"
"act_shield_up" "380"
"act_shield_down" "381"
"act_shield_up_idle" "382"
"act_shield_attack" "383"
"act_shield_knockback" "384"
"act_crouching_shield_up" "385"
"act_crouching_shield_down" "386"
"act_crouching_shield_up_idle" "387"
"act_crouching_shield_attack" "388"
"act_crouching_shield_knockback" "389"
"act_turnright45" "390"
"act_turnleft45" "391"
"act_turn" "392"
"act_obj_assembling" "393"
"act_obj_dismantling" "394"
"act_obj_startup" "395"
"act_obj_running" "396"
"act_obj_idle" "397"
"act_obj_placing" "398"
"act_obj_deteriorating" "399"
"act_deploy" "400"
"act_deploy_idle" "401"
"act_undeploy" "402"
"act_grenade_roll" "403"
"act_grenade_toss" "404"
"act_handgrenade_throw1" "405"
"act_handgrenade_throw2" "406"
"act_handgrenade_throw3" "407"
"act_shotgun_idle_deep" "408"
"act_shotgun_idle4" "409"
"act_glock_shootempty" "410"
"act_glock_shoot_reload" "411"
"act_rpg_draw_unloaded" "412"
"act_rpg_holster_unloaded" "413"
"act_rpg_idle_unloaded" "414"
"act_rpg_fidget_unloaded" "415"
"act_crossbow_draw_unloaded" "416"
"act_crossbow_idle_unloaded" "417"
"act_crossbow_fidget_unloaded" "418"
"act_gauss_spinup" "419"
"act_gauss_spincycle" "420"
"act_tripmine_ground" "421"
"act_tripmine_world" "422"
"act_vm_primaryattack_silenced" "423"
"act_vm_reload_silenced" "424"
"act_vm_dryfire_silenced" "425"
"act_vm_idle_silenced" "426"
"act_vm_draw_silenced" "427"
"act_vm_idle_empty_left" "428"
"act_vm_dryfire_left" "429"
"act_player_idle_fire" "430"
"act_player_crouch_fire" "431"
"act_player_crouch_walk_fire" "432"
"act_player_walk_fire" "433"
"act_player_run_fire" "434"
"act_idletorun" "435"
"act_runtoidle" "436"
"act_sprint" "437"
"act_get_down" "438"
"act_get_up" "439"
"act_prone_forward" "440"
"act_prone_idle" "441"
"act_fidget" "442"
"act_vm_reload_deployed" "443"
"act_vm_reload_idle" "444"
"act_vm_draw_empty" "445"
"act_vm_primaryattack_empty" "446"
"act_vm_reload_empty" "447"
"act_vm_idle_empty" "448"
"act_vm_idle_deployed_empty" "449"
"act_vm_idle_8" "450"
"act_vm_idle_7" "451"
"act_vm_idle_6" "452"
"act_vm_idle_5" "453"
"act_vm_idle_4" "454"
"act_vm_idle_3" "455"
"act_vm_idle_2" "456"
"act_vm_idle_1" "457"
"act_vm_idle_deployed" "458"
"act_vm_idle_deployed_8" "459"
"act_vm_idle_deployed_7" "460"
"act_vm_idle_deployed_6" "461"
"act_vm_idle_deployed_5" "462"
"act_vm_idle_deployed_4" "463"
"act_vm_idle_deployed_3" "464"
"act_vm_idle_deployed_2" "465"
"act_vm_idle_deployed_1" "466"
"act_vm_undeploy" "467"
"act_vm_undeploy_8" "468"
"act_vm_undeploy_7" "469"
"act_vm_undeploy_6" "470"
"act_vm_undeploy_5" "471"
"act_vm_undeploy_4" "472"
"act_vm_undeploy_3" "473"
"act_vm_undeploy_2" "474"
"act_vm_undeploy_1" "475"
"act_vm_undeploy_empty" "476"
"act_vm_deploy" "477"
"act_vm_deploy_8" "478"
"act_vm_deploy_7" "479"
"act_vm_deploy_6" "480"
"act_vm_deploy_5" "481"
"act_vm_deploy_4" "482"
"act_vm_deploy_3" "483"
"act_vm_deploy_2" "484"
"act_vm_deploy_1" "485"
"act_vm_deploy_empty" "486"
"act_vm_primaryattack_8" "487"
"act_vm_primaryattack_7" "488"
"act_vm_primaryattack_6" "489"
"act_vm_primaryattack_5" "490"
"act_vm_primaryattack_4" "491"
"act_vm_primaryattack_3" "492"
"act_vm_primaryattack_2" "493"
"act_vm_primaryattack_1" "494"
"act_vm_primaryattack_deployed" "495"
"act_vm_primaryattack_deployed_8" "496"
"act_vm_primaryattack_deployed_7" "497"
"act_vm_primaryattack_deployed_6" "498"
"act_vm_primaryattack_deployed_5" "499"
"act_vm_primaryattack_deployed_4" "500"
"act_vm_primaryattack_deployed_3" "501"
"act_vm_primaryattack_deployed_2" "502"
"act_vm_primaryattack_deployed_1" "503"
"act_vm_primaryattack_deployed_empty" "504"
"act_hl2mp_idle" "505"
"act_hl2mp_run" "506"
"act_hl2mp_idle_crouch" "507"
"act_hl2mp_walk_crouch" "508"
"act_hl2mp_gesture_range_attack" "509"
"act_hl2mp_gesture_reload" "510"
"act_hl2mp_jump" "511"
"act_hl2mp_idle_pistol" "512"
"act_hl2mp_run_pistol" "513"
"act_hl2mp_idle_crouch_pistol" "514"
"act_hl2mp_walk_crouch_pistol" "515"
"act_hl2mp_gesture_range_attack_pistol" "516"
"act_hl2mp_gesture_reload_pistol" "517"
"act_hl2mp_jump_pistol" "518"
"act_hl2mp_idle_smg1" "519"
"act_hl2mp_run_smg1" "520"
"act_hl2mp_idle_crouch_smg1" "521"
"act_hl2mp_walk_crouch_smg1" "522"
"act_hl2mp_gesture_range_attack_smg1" "523"
"act_hl2mp_gesture_reload_smg1" "524"
"act_hl2mp_jump_smg1" "525"
"act_hl2mp_idle_ar2" "526"
"act_hl2mp_run_ar2" "527"
"act_hl2mp_idle_crouch_ar2" "528"
"act_hl2mp_walk_crouch_ar2" "529"
"act_hl2mp_gesture_range_attack_ar2" "530"
"act_hl2mp_gesture_reload_ar2" "531"
"act_hl2mp_jump_ar2" "532"
"act_hl2mp_idle_shotgun" "533"
"act_hl2mp_run_shotgun" "534"
"act_hl2mp_idle_crouch_shotgun" "535"
"act_hl2mp_walk_crouch_shotgun" "536"
"act_hl2mp_gesture_range_attack_shotgun" "537"
"act_hl2mp_gesture_reload_shotgun" "538"
"act_hl2mp_jump_shotgun" "539"
"act_hl2mp_idle_rpg" "540"
"act_hl2mp_run_rpg" "541"
"act_hl2mp_idle_crouch_rpg" "542"
"act_hl2mp_walk_crouch_rpg" "543"
"act_hl2mp_gesture_range_attack_rpg" "544"
"act_hl2mp_gesture_reload_rpg" "545"
"act_hl2mp_jump_rpg" "546"
"act_hl2mp_idle_grenade" "547"
"act_hl2mp_run_grenade" "548"
"act_hl2mp_idle_crouch_grenade" "549"
"act_hl2mp_walk_crouch_grenade" "550"
"act_hl2mp_gesture_range_attack_grenade" "551"
"act_hl2mp_gesture_reload_grenade" "552"
"act_hl2mp_jump_grenade" "553"
"act_hl2mp_idle_physgun" "554"
"act_hl2mp_run_physgun" "555"
"act_hl2mp_idle_crouch_physgun" "556"
"act_hl2mp_walk_crouch_physgun" "557"
"act_hl2mp_gesture_range_attack_physgun" "558"
"act_hl2mp_gesture_reload_physgun" "559"
"act_hl2mp_jump_physgun" "560"
"act_hl2mp_idle_crossbow" "561"
"act_hl2mp_run_crossbow" "562"
"act_hl2mp_idle_crouch_crossbow" "563"
"act_hl2mp_walk_crouch_crossbow" "564"
"act_hl2mp_gesture_range_attack_crossbow" "565"
"act_hl2mp_gesture_reload_crossbow" "566"
"act_hl2mp_jump_crossbow" "567"
}

View file

@ -0,0 +1,8 @@
// dictionary containing various settings for fall damage
typeInfo falldamage
{
"minFallDistance" "580" // we need to fall this fast before we take damage
"maxFallDistance" "1024" // we will have a 100 HP hit at this speed
"minLandDistance" "400" // at this distance, we'll play the player 'land' sound
"punchSpringScale" "300" // Fall punch scaler.
}

6
decls/typeinfo/lava.decl Normal file
View file

@ -0,0 +1,6 @@
// dictionary containing various settings for lava volumes
typeInfo lava
{
"damage" "4"
"dmgtime" "0.2"
}

View file

@ -0,0 +1,6 @@
// dictionary containing various settings for slime volumes
typeInfo slime
{
"damage" "10"
"dmgtime" "1.0"
}

12
decls/typeinfo/water.decl Normal file
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@ -0,0 +1,12 @@
// dictionary containing various settings for water volumes
typeInfo water
{
"def_damage" "water_damage"
"dmgtime" "1"
}
typeInfo water_damage
{
"damage" "2"
"noArmor" "1"
}

View file

@ -33,3 +33,8 @@ bind "t" "impulse 201"
bind "f" "impulse 100"
bind "f1" "vote yes"
bind "f2" "vote no"
bind f5 "giveInventoryItem weapon_crowbar;giveInventoryItem weapon_pistol;giveInventoryItem weapon_357"
bind f6 "giveInventoryItem weapon_shotgun;giveInventoryItem weapon_crossbow;giveInventoryItem weapon_smg1"
bind f7 "giveInventoryItem weapon_ar2;giveInventoryItem weapon_rpg;giveInventoryItem weapon_frag"
bind f8 "giveInventoryItem weapon_slam;giveInventoryItem weapon_bugbait;giveInventoryItem weapon_physcannon"

188
default_cvar.cfg Normal file
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@ -0,0 +1,188 @@
// generated by Nuclide, do not modify
set _pext_infoblobs "1" // override
set _pext_vrinputs "0" // override
set _q3bsp_bihtraces "1" // override
set ai_debugAlerts "0" // Show prints when AI gets alerted to a position.
set ai_debugLogic "0" // Show prints when AI makes decisions regarding thinking.
set ai_debugNav "0" // Show prints when AI makes decisions regarding navigation.
set ai_debugScripts "0" // Show prints when AI interacts with scripted sequences.
set ai_enable "1" // Disable AI behaviour when set.
set ai_runSpeed "320" // Default run speed chosen by AI characters, in units per second.
set ai_walkSpeed "150" // Default walk speed chosen by AI characters, in units per second.
set bot_aimless "0" // Bots will not set goals for themselves when set.
set bot_backspeed "133" // Bots desired maximum backwards speed.
set bot_crouch "0" // Bots are all forced to move crouched.
set bot_developer "0" // TODO: remove?
set bot_dont_shoot "0" // Bots never actually shoot.
set bot_enable "1" // Bot support enabled when set.
set bot_fastChat "0" // Bots will chat instantly instead of 'typing'.
set bot_forwardspeed "190" // Bots desired maximum forward speed.
set bot_minClients "-1" // How many player slots are to be filled, -1 is 'untouched'.
set bot_noChat "0" // Bots will no longer communicate when set.
set bot_pause "0" // Bots logic will be paused.
set bot_prefix "" // Bot nickname prefix for newly added bots.
set bot_prone "0" // Bots are all forced to move prone.
set bot_sidespeed "152" // Bots desired maximum strafe speed.
set bot_skill "2" // Bot version of cvar "skill".
set bot_walk "0" // Bots are forced to walk slowly.
set cfg_save_auto "1" // override
set cg_chatEnabled "1" // Enable the display of chat messages.
set cg_damageShake "0" // Shake the display upon taking damage.
set cg_hudAspect "0" // Aspect ratio override for the HUD. 1.0 is 1:1 square, 0 is auto.
set cg_modelBobHeight "0.0" // Intensity at which objects with the "spin" flag bob.
set cg_modelBobHeightSpeed "0.0" // Speed at which objects with the "spin" flag bob.
set cg_modelSpinPitch "0.0" // Intensity at which objects with the "spin" flag change their pitch.
set cg_modelSpinPitchSpeed "0.0" // Speed at which objects with the "spin" flag change their pitch.
set cg_modelSpinRoll "0.0" // Intensity at which objects with the "spin" flag roll.
set cg_modelSpinRollSpeed "0.0" // Speed at which objects with the "spin" flag roll.
set cg_modelSpinSpeed "120.0" // Speed at which an object with the "spin" key spins.
set cg_muzzleDLight "1" // Enable dlights being spawned from muzzleflashes.
set cg_muzzleDLightColor "1.0 0.45 0.0" // Color of muzzleflash dlights.
set cg_viewZSmoothingMax "16" // Camera vertical-axis smoothing max delta threshold.
set cg_viewZSmoothingMin "1" // Camera vertical-axis smoothing delta threshold.
set cg_viewZSmoothingTime "0.1" // Camera vertical-axis smoothing steps.
set cg_viewmodelFlip "0" // Flip the viewmodel.
set cg_viewmodelFov "90" // Viewmodel field of view.
set cg_viewmodelLag "0" // Viewmodel lag when camera looks around.
set cg_viewmodelOffset "0 0 0" // Viewmodel offset in relative units (forward, right, up)
set cg_viewmodelPass "1" // Renders viewmodel in separate drawpass (no lighting)
set cg_viewmodelScale "1.0" // Viewmodel scale multiplier, affects bob as well.
set cl_backspeed "400" // Client's desired backwards speed.
set cl_bob "0" // override
set cl_cursor_scale "1" // override
set cl_decals "128" // override
set cl_forwardspeed "400" // Client's desired forward speed.
set cl_musicstyle "0" // override
set cl_sidespeed "400" // Client's desired side-step speed.
set con_color "255 150 0" // HUD color value, R G B, 0-255 for each channel.
set con_notifylines "0" // override
set dev_cornerspeed "0" // Override speed set by path_corner entities.
set dev_loddistance "0" // Override distance at which func_lod entities disappear.
set dev_skyscale "" // Override for the sky_camera room scale.
set dsp_soundscapes "1" // Enable the use of sound scapes.
set g_damageScale "1" // final damage scale on objects
set g_gravity "800" // Global gravity setting.
set g_logLevel "2" // Game console log levels. 0 = None, 1 = Errors, 2 = Warnings, 3 = Extra Messages
set g_logTimestamps "0" // When 1, will print time stamps before the log message
set gl_conback "gfx/devcon" // override
set gl_mindist "4" // override
set gl_blendsprites "0" // override
set gl_specular "1" // override
set gl_specular_fallback "0" // override
set in_zoomSensitivity "1.0" // Input sensitivity multiplier for when you're zoomed in.
set logging_enabled "0" // Enable server-side logging for game specific events.
set maxpitch "89" // override
set menu_helptext_size "11"
set menu_intro "1"
set menu_steambg "0"
set menu_updating "0"
set media_repeat "0" // override
set minpitch "-89" // override
set motdfile "motd.txt"
set mp_allowvote "1"
set mp_decals "128"
set mp_flashlight "1"
set mp_td_dmgToKick "300"
set mp_td_dmgToWarn "200"
set nav_linksize "256"
set nav_radius "32"
set phys_developer "0" // Shows debug prints regarding physics operations when set.
set phys_impactforcescale "1" // Scaler for impact forces on physically simulated entities.
set phys_pushscale "1" // Scaler for push forces on physically simulated entities.
set pm_accelerate "10"
set pm_airaccelerate "10"
set pm_airstepsize "0"
set pm_boxcenter "1"
set pm_boxwidth "32"
set pm_crouchheight "36"
set pm_crouchspeed "90"
set pm_crouchviewheight "30"
set pm_edgefriction "1"
set pm_friction "4"
set pm_gravity "800"
set pm_jumpheight "265"
set pm_maxviewpitch "89"
set pm_minviewpitch "-89"
set pm_noclipaccelerate "5"
set pm_noclipspeed "500"
set pm_normalheight "72"
set pm_normalviewheight "64"
set pm_nospeedcap "0"
set pm_proneheight "0"
set pm_pronespeed "40.5"
set pm_proneviewheight "16"
set pm_runspeed "0"
set pm_runfiring "1"
set pm_stairSmoothing "1"
set pm_stamina "24"
set pm_staminarate "0.75"
set pm_staminathreshold "4"
set pm_stepsize "18"
set pm_stopspeed "100"
set pm_thirdPerson "0"
set pm_walkspeed "270"
set pm_wateraccelerate "10"
set pm_waterjumpheight "350"
set r_autoscale "1" // When set, will ensure the game is at 640x480 type scaling.
set r_drawdecals "1" // Shows decal entities managed by the game when set.
set r_ignoreentpvs "0" // override
set r_imageextensions "tga bmp pcx png jpg" // override
set r_meshpitch "1" // override
set r_pixelscale "0" // When set, will ensure the 3D rendered scene is restricted to 640x480 resolution in definition.
set r_renderEntityInfo "0" // Display visual information about entities in-world.
set r_showDlights "0" // Displays dynamic light representations in-world.
set r_showPhysicsInfo "0" // Displays physics entity information in-world.
set r_skipGlows "0" // Skip rendering of glowing sprites.
set r_skipLensFlares "0" // Skip rendering of lens flares.
set r_skipWorld "0" // Skip rendering of the world.
set rm_unlit_additive "1" // Render entities with the 'additive' rendermode fullbright.
set rm_unlit_texture "1" // Render entities with the 'texture' rendermode fullbright.
set rope_debug "0" // Shows primitive debug rendering of a rope when set.
set rope_fast "1" // Don't perform expensive calculations on the rope when set.
set rope_maxsegments "-1" // Limit rope segments. -1 means no limit.
set rope_sag "2" // Rope sagging multiplier.
set rope_swing "2" // Rope swinging multiplier.
set s_logLevel "2" // Sound console log levels. 0 = None, 1 = Errors, 2 = Warnings, 3 = Extra Messages
set scr_conalpha "1" // override
set scr_loadingscreen_aspect "1" // override
set sp_decals "128"
set sv_friendlyFire "0" // Team-inflicted damage is possible when set.
set sv_gameplayfix_setmodelrealbox "1" // override
set sv_gameplayfix_setmodelsize_qw "1" // override
set sv_levelexec "1" // Will search and execute `<gamedir>/maps/currentmap.cfg` when set.
set sv_plugins "1" // Enable the use of server-side plugins when set.
set v_contentblend "0" // override
set vehicle_developer "0" // Shows vehicle related debug prints when set.
set vgui_color "255 170 0" // Default primary color for VGUI widgets.
set vid_brightness "0" // Controls display brightness.
set violence_ablood "1" // Enable non-human (alternative) blood.
set violence_agibs "1" // Enable non-human (alternative) gibs.
set violence_hblood "1" // Enable human blood.
set violence_hgibs "1" // Enable human giblets.
set xr_roomScale "1.0" // XR: Room scale multiplier.
set xr_testInputs "0" // XR: Enable fake inputs, to debug the VR camera and weapon inputs.
set xr_viewHeight "-48" // XR: Default view-height offset.
set physics_ode_quadtree_depth "3" // override
set physics_ode_contactsurfacelayer "0" // override
set physics_ode_worldquickstep "1" // override
set physics_ode_worldquickstep_iterations "10" // was 20, too much
set physics_ode_contact_mu "1" // override
set physics_ode_contact_erp "0.96" // override
set physics_ode_contact_cfm "0.001" // override
set physics_ode_world_damping "-1" // override
set physics_ode_world_damping_linear "-1" // override
set physics_ode_world_damping_linear_threshold "-1" // override
set physics_ode_world_damping_angular "-1" // override
set physics_ode_world_damping_angular_threshold "-1" // override
set physics_ode_world_erp "0.96" // override
set physics_ode_world_cfm "0.001" // override
set physics_ode_iterationsperframe "1" // override
set physics_ode_movelimit "1.0" // override
set physics_ode_spinlimit "1300" // was 2000
set physics_ode_autodisable "1" // override
set physics_ode_autodisable_steps "5" // override
set physics_ode_autodisable_time "0.1" // override
set physics_ode_autodisable_threshold_linear "0.05" // Was 0.2, too lenient.
set physics_ode_autodisable_threshold_angular "0.01" // override
set physics_ode_autodisable_threshold_samples "5" // override
set physics_ode_maxspeed "800" // was 0

24
default_hl2.cfg Normal file
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set hostname "Rad-Therapy II Server"
set maxplayers "8"
set con_color "255 150 0"
set vgui_color "255 170 0"
set cross_color "0 255 0"
set con_textfont "fonts/IBMPlexMono-Text.otf?col=1,1,1"
set con_textsize "-14"
set allow_skybox "0"
set fov "75"
set r_viewmodel_fov "54" // was 60, actually looked a bit nicer...
set material_pathPrefix "materials"
set menu_forceBGMode "1"
set pm_boxcenter "0"
set pm_enginepmove "0"
set pm_runspeed "320"
set pm_walkspeed "190"
set r_ignoreentpvs "0"
set skill_manifest "cfg/skill_rt2.cfg"
set sv_mintic "0.0166666666667" // 60 fps physics
set v_bob "0.005"
set v_bob_sprintscale 1.5

11
default_video.cfg Normal file
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set gl_overbright "1"
set r_lightmap_format "rgb9e5"
set r_autoscale "0"
set vid_conautoscale "0"
set vid_conwidth "0"
set vid_conheight "480"
set r_imageextensions "vtf tga jpg png"
set r_menutint "0.294 0.353 0.263"
set r_max_gpu_bones "1" // change to "" once the engine gets fixed
set r_bloom "0.1"
set r_shadows "2"

7
developer.cfg Normal file
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set sv_cheats "1"
set g_logLevel "3"
bind F1 "toggle r_showtris"
bind F2 "toggle r_showfields"
bind F3 "toggle r_showbboxes"
bind F4 "toggle r_showshaders"
bind v "noclip"

View file

@ -114,7 +114,7 @@
#undef PACKAGE_DOOMWAD
#undef DOOMWADS
#undef MAP_PROC
#undef Q2BSPS
#define Q2BSPS
#define RFBSPS
#define VERTEXINDEXBYTES 2 //16bit indexes work everywhere but may break some file types, 32bit indexes are optional in gles<=2 and d3d<=9 and take more memory/copying but allow for bigger batches/models. Plugins need to be compiled the same way so this is no longer set per-renderer.
#define SPRMODELS
@ -136,8 +136,8 @@
#undef HAVE_SPEEX /* .xz decompression */
#undef AVAIL_GZDEC /* .gz decompression */
#undef PACKAGE_DZIP /* .dzip special-case archive support */
#undef AVAIL_PNGLIB /* .png image format support (read+screenshots) */
#undef AVAIL_JPEGLIB /* .jpeg image format support (read+screenshots) */
#define AVAIL_PNGLIB /* .png image format support (read+screenshots) */
#define AVAIL_JPEGLIB /* .jpeg image format support (read+screenshots) */
#undef AVAIL_MP3_ACM /* .mp3 support (in windows). */
#undef IMAGEFMT_DDS
#undef IMAGEFMT_PKM
@ -177,7 +177,7 @@
#define HAVE_MEDIA_DECODER /* can play cin/roq, more with plugins */
#undef HAVE_MEDIA_ENCODER /* capture/capturedemo work */
#undef HAVE_SPEECHTOTEXT /* Windows speech-to-text thing */
#undef SAVEDGAMES
#define SAVEDGAMES
#undef PACKAGEMANAGER /* enable/disable/download packages and plugins */
#undef HEADLESSQUAKE
#undef WAYLANDQUAKE
@ -188,8 +188,8 @@
#undef IMAGEFMT_PSD
#undef IMAGEFMT_XCF
#undef IMAGEFMT_LMP
#undef IMAGEFMT_PNG
#undef IMAGEFMT_JPG
#define IMAGEFMT_PNG
#define IMAGEFMT_JPG
#undef IMAGEFMT_GIF
#undef IMAGEFMT_EXR
#undef IPLOG
@ -206,7 +206,7 @@
/* things to configure qclib, which annoyingly doesn't include this
* file itself */
-DOMIT_QCC /* disable the built-in qcc */
-DSIMPLE_QCVM /* disable qc debugging and 32bit opcodes */
//-DSIMPLE_QCVM /* disable qc debugging and 32bit opcodes */
#ifndef AVAIL_ZLIB
-DNO_ZLIB /* disable zlib */
#endif

66
eukara.cfg Normal file
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// Rad-Therapy II configuration file for Marco Cawthorne
unbindall
bind TAB "+showscores"
bind ESCAPE "togglemenu"
bind SPACE "+gostand"
bind CTRL "+duck"
bind MOUSE1 "+attack"
bind MOUSE2 "+attack2"
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapprev"
bind SHIFT "+sprint"
bind F1 "toggle r_speeds 0 2"
bind F2 "toggle show_fps 0 2"
bind F3 "toggle r_netgraph 0 1"
bind F4 "toggle r_showfields 0 1"
bind F5 "toggle r_showshaders 0 1"
bind F6 "toggle r_showtris"
bind F7 "toggle r_showbboxes"
bind ` "toggleconsole"
bind a "+moveleft"
bind d "+moveright"
bind f "+use"
bind n "vote no"
bind p "testLight lights/flashlight"
bind r "+reload"
bind s "+back"
bind t "messagemode"
bind u "messagemode2"
bind v "impulse 100"
bind w "+forward"
bind y "vote yes"
bind z "toggle sv_gamespeed 0.5 1"
set brightness "0"
set con_stayhidden "0"
set con_textfont "fonts/IBMPlexMono-Text.otf?col=1,1,1"
set con_textsize "-14"
set con_timestamps "0"
set contrast "1"
set gamma "1"
set gl_conback "gfx/devcon"
set name "^6e^5u^4k^2a^1r^2a"
set r_autoscale "0"
set r_clear "1"
set r_clearcolour "0.1 0.2 0.231"
set r_shadows "2"
set rate "30000"
set s_al_use_reverb "1"
set s_bits "16"
set s_volume "0.5"
set scr_conalpha "1"
set scr_conspeed "1000"
set scr_fov_mode "4"
set sensitivity "4"
set vid_conautoscale "0"
set vid_conwidth "1024"
set vid_conheight "768"
set vid_desktopgamma "0"
set vid_fullscreen "0"
set vid_hardwaregamma "2"
set vid_height "864"
set vid_preservegamma "0"
set vid_renderer "gl"
set vid_srgb "1"
set vid_vsync "0"
set vid_width "1152"
set g_logLevel "3"

2
fonts/centerprint.font Normal file
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@ -0,0 +1,2 @@
path fonts/nimbus/NimbusSanL-Bol.otf
size 18

2
fonts/chat.font Normal file
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@ -0,0 +1,2 @@
path fonts/tahomabd.ttf
size 12

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@ -1,2 +1,2 @@
path fonts/IBMPlexMono-Text.otf
size 12
size 13

2
fonts/hl2.font Normal file
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@ -0,0 +1,2 @@
path "resource/halflife2.ttf"
size 27

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@ -0,0 +1,2 @@
path "resource/halflife2.ttf"
size 64

2
fonts/menu_button.font Normal file
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@ -0,0 +1,2 @@
path fonts/nimbus/NimbusSanL-Bol.otf
size 14

Binary file not shown.

Binary file not shown.

340
fonts/nimbus/NumbusSanL.txt Normal file
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@ -0,0 +1,340 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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The licenses for most software are designed to take away your
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be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

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