Add Xylemon's CC0-licensed material definitions file for Half-Life.
Adding over 2100 texture property definitions to make sure bullet impacts, foot steps etc. all do a better job.
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4 changed files with 2195 additions and 25 deletions
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@ -135,7 +135,11 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
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case IMPACT_MELEE:
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case IMPACT_MELEE:
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case IMPACT_EXPLOSION:
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case IMPACT_EXPLOSION:
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break;
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break;
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case IMPACT_DIRT:
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case IMPACT_GLASS:
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case IMPACT_GLASS:
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case IMPACT_FOLIAGE:
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case IMPACT_SNOW:
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case IMPACT_SAND:
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pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
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pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
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break;
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break;
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case IMPACT_WOOD:
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case IMPACT_WOOD:
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@ -105,6 +105,7 @@ void
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w_crossbow_draw(void)
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w_crossbow_draw(void)
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{
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{
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player pl = (player)self;
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player pl = (player)self;
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Weapons_SetModel("models/v_crossbow.mdl");
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Weapons_SetModel("models/v_crossbow.mdl");
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if (pl.crossbow_mag <= 0)
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if (pl.crossbow_mag <= 0)
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@ -10,12 +10,15 @@ sfx_impact.default
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sfx_impact.alien
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sfx_impact.alien
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{
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{
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pitch_min 1.5
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pitch_max 2
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attenuation normal
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attenuation normal
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sample weapons/ric1.wav
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sample debris/flesh1.wav
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sample weapons/ric2.wav
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sample debris/flesh2.wav
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sample weapons/ric3.wav
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sample debris/flesh3.wav
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sample weapons/ric4.wav
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sample debris/flesh5.wav
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sample weapons/ric5.wav
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sample debris/flesh6.wav
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sample debris/flesh7.wav
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}
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}
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sfx_impact.flesh
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sfx_impact.flesh
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@ -31,12 +34,11 @@ sfx_impact.flesh
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sfx_impact.foliage
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sfx_impact.foliage
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{
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{
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pitch 2
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attenuation normal
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attenuation normal
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sample weapons/ric1.wav
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sample debris/concrete1.wav
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sample weapons/ric2.wav
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sample debris/concrete2.wav
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sample weapons/ric3.wav
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sample debris/concrete3.wav
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sample weapons/ric4.wav
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sample weapons/ric5.wav
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}
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}
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sfx_impact.computer
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sfx_impact.computer
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@ -56,12 +58,11 @@ sfx_impact.computer
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sfx_impact.dirt
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sfx_impact.dirt
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{
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{
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pitch 2
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attenuation normal
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attenuation normal
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sample weapons/ric1.wav
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sample debris/concrete1.wav
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sample weapons/ric2.wav
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sample debris/concrete2.wav
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sample weapons/ric3.wav
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sample debris/concrete3.wav
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sample weapons/ric4.wav
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sample weapons/ric5.wav
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}
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}
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sfx_impact.vent
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sfx_impact.vent
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@ -108,12 +109,11 @@ sfx_impact.glass
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sfx_impact.sand
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sfx_impact.sand
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{
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{
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pitch 2
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attenuation normal
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attenuation normal
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sample weapons/ric1.wav
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sample debris/concrete1.wav
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sample weapons/ric2.wav
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sample debris/concrete2.wav
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sample weapons/ric3.wav
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sample debris/concrete3.wav
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sample weapons/ric4.wav
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sample weapons/ric5.wav
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}
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}
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sfx_impact.slosh
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sfx_impact.slosh
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@ -128,12 +128,11 @@ sfx_impact.slosh
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sfx_impact.snow
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sfx_impact.snow
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{
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{
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pitch 2
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attenuation normal
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attenuation normal
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sample weapons/ric1.wav
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sample debris/concrete1.wav
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sample weapons/ric2.wav
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sample debris/concrete2.wav
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sample weapons/ric3.wav
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sample debris/concrete3.wav
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sample weapons/ric4.wav
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sample weapons/ric5.wav
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}
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}
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sfx_impact.tile
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sfx_impact.tile
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2166
zpak001.pk3dir/sound/materials_valve.txt
Normal file
2166
zpak001.pk3dir/sound/materials_valve.txt
Normal file
File diff suppressed because it is too large
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