get outta town (delete this so clean empty dir to checkout basemod branch)

This commit is contained in:
Dexter 2013-10-27 02:04:55 +00:00 committed by squeek
parent 6aa8ddc280
commit c28f1e019b
48 changed files with 0 additions and 11640 deletions

View File

@ -1,15 +0,0 @@
// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger "75"
sk_suitcharger_citadel "200"
sk_suitcharger_citadel_maxarmor "200"
sk_battery "15"
sk_healthcharger "50"
sk_healthkit "25"
sk_healthvial "10"
// player damage adjusters
sk_player_head "3"
sk_player_chest "1"
sk_player_stomach "1"
sk_player_arm "1"
sk_player_leg "1"

View File

@ -1 +0,0 @@
exec skill.cfg

View File

@ -1,84 +0,0 @@
"GameInfo"
{
game "My First HL2MP Mod"
title "HALF+LIFE'"
title2 "deathmatch mod"
type multiplayer_only
nomodels 0
nohimodel 1
nocrosshair 1
hidden_maps
{
"test_speakers" 1
"test_hardware" 1
}
FileSystem
{
SteamAppId 243750
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
// First, mount all user customizations. This will search for VPKs and subfolders
// and mount them in alphabetical order. The easiest way to distribute a mod is to
// pack up the custom content into a VPK. To "install" a mod, just drop it in this
// folder.
//
// Note that this folder is scanned only when the game is booted.
game+mod hl2mp/custom/*
game+mod hl2/custom/*
// Now search loose files. We'll set the directory containing the gameinfo.txt file
// as the first "mod" search path (after any user customizations). This is also the one
// that's used when writing to the "mod" path.
game+mod+mod_write+default_write_path |gameinfo_path|.
gamebin |gameinfo_path|bin
// We search VPK files before ordinary folders, because most files will be found in
// VPK and we can avoid making thousands of file system calls to attempt to open files
// in folders where they don't exist. (Searching a VPK is much faster than making an operating
// system call.)
game_lv hl2/hl2_lv.vpk
game+mod hl2mp/hl2mp_english.vpk
game+mod hl2mp/hl2mp_pak.vpk
game |all_source_engine_paths|hl2/hl2_english.vpk
game |all_source_engine_paths|hl2/hl2_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
// Add the HL2 directory as a game search path. This is also where where writes
// to the "game" path go.
game+game_write hl2mp
// Where the game's binaries are
gamebin hl2mp/bin
// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl2mp
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
}
}
}

View File

@ -1,7 +0,0 @@
"Mod_Example_Model"
{
"$basetexture" "Models/props_c17/Oil_Drum001g"
// "$basetexturetransform" "center 0 0 scale 1 2 rotate 0 translate 0 0"
// "$AlphaTestReference" "0.5"
"$surfaceprop" "metal"
}

File diff suppressed because it is too large Load Diff

View File

@ -1,48 +0,0 @@
"GameMenu"
{
"1"
{
"label" "#GameUI_GameMenu_ResumeGame"
"command" "ResumeGame"
"OnlyInGame" "1"
}
"2"
{
"label" "#GameUI_GameMenu_Disconnect"
"command" "Disconnect"
"OnlyInGame" "1"
}
"3"
{
"label" "#GameUI_GameMenu_PlayerList"
"command" "OpenPlayerListDialog"
"OnlyInGame" "1"
}
"4"
{
"label" ""
"command" ""
"OnlyInGame" "1"
}
"5"
{
"label" "#GameUI_GameMenu_FindServers"
"command" "OpenServerBrowser"
}
"6"
{
"label" "#GameUI_GameMenu_CreateServer"
"command" "OpenCreateMultiplayerGameDialog"
}
"10"
{
"label" "#GameUI_GameMenu_Options"
"command" "OpenOptionsDialog"
}
"11"
{
"label" "#GameUI_GameMenu_Quit"
"command" "Quit"
}
}

View File

@ -1,800 +0,0 @@
///////////////////////////////////////////////////////////
// Object Control Panel scheme resource file
//
// sections:
// Colors - all the colors used by the scheme
// BaseSettings - contains settings for app to use to draw controls
// Fonts - list of all the fonts used by app
// Borders - description of all the borders
//
// hit ctrl-alt-shift-R in the app to reload this file
//
///////////////////////////////////////////////////////////
Scheme
{
//////////////////////// COLORS ///////////////////////////
// color details
// this is a list of all the colors used by the scheme
Colors
{
// base colors
"BaseText" "48 192 192 255" // used in text windows, lists
"BrightBaseText" "155 255 255 255" // brightest text
"DimBaseText" "150 159 142 255" // dim base text
"LabelDimText" "160 170 149 255" // slight modification on above, used for info text
// could be just removed and use DimBaseText?
"ControlText" "48 192 192 255" // used in all text controls
"BrightControlText" "64 224 224 255" // use for selected controls
"DisabledText1" "32 128 128 255" // disabled text
"DisabledText2" "30 30 30 255" // overlay color for disabled text (to give that inset look)
// background colors
"ControlBG" "76 88 68 255" // background color of controls
"ControlDarkBG" "90 106 80 255" // darker background color; used for background of scrollbars
"WindowBG" "62 70 55 255" // background color of text edit panes (chat, text entries, etc.)
"SelectionBG" "149 136 49 255" // background color of any selected text or menu item
// title colors
"TitleText" "255 255 255 255"
"TitleDimText" "120 132 114 255"
"TitleBG" "76 88 68 0"
"TitleDimBG" "76 88 68 0"
// border colors
"BorderBright" "136 145 128 255" // the lit side of a control
"BorderDark" "45 49 40 255" // the dark/unlit side of a control
"BorderSelection" "0 0 0 255" // the additional border color for displaying the default/selected button
}
///////////////////// BASE SETTINGS ////////////////////////
//
// default settings for all panels
// controls use these to determine their settings
BaseSettings
{
"FgColor" "ControlText"
"BgColor" "ControlBG"
"LabelBgColor" "ControlBG"
"SubPanelBgColor" "ControlBG"
"DisabledFgColor1" "DisabledText1"
"DisabledFgColor2" "DisabledText2" // set this to the BgColor if you don't want it to draw
"TitleBarFgColor" "TitleText"
"TitleBarDisabledFgColor" "TitleDimText"
"TitleBarBgColor" "TitleBG"
"TitleBarDisabledBgColor" "TitleDimBG"
// "TitleBarIcon" "resource/icon_steam"
// "TitleBarDisabledIcon" "resource/icon_steam_disabled"
"TitleBarIcon" "resource/icon_hlicon1"
"TitleBarDisabledIcon" "resource/icon_hlicon2"
"TitleButtonFgColor" "BorderBright"
"TitleButtonBgColor" "ControlBG"
"TitleButtonDisabledFgColor" "TitleDimText"
"TitleButtonDisabledBgColor" "TitleDimBG"
"TextCursorColor" "BaseText" // color of the blinking text cursor in text entries
"URLTextColor" "BrightBaseText" // color that URL's show up in chat window
Menu
{
"FgColor" "DimBaseText"
"BgColor" "ControlBG"
"ArmedFgColor" "BrightBaseText"
"ArmedBgColor" "SelectionBG"
"DividerColor" "BorderDark"
"TextInset" "6"
}
MenuButton // the little arrow on the side of boxes that triggers drop down menus
{
"ButtonArrowColor" "DimBaseText" // color of arrows
"ButtonBgColor" "WindowBG" // bg color of button. same as background color of text edit panes
"ArmedArrowColor" "BrightBaseText" // color of arrow when mouse is over button
"ArmedBgColor" "DimBaseText" // bg color of button when mouse is over button
}
Slider
{
"SliderFgColor" "ControlText" // handle with which the slider is grabbed
"SliderBgColor" "ControlDarkBG" // area behind handle
"SliderTickColor" "ControlText" // slider tick's color
"SliderTickLabelColor" "ControlText" // color of labels at the ends of the slider tick
}
ScrollBarSlider
{
"BgColor" "ControlBG" // this isn't really used
"ScrollBarSliderFgColor" "ControlBG" // handle with which the slider is grabbed
"ScrollBarSliderBgColor" "ControlDarkBG" // area behind handle
"ButtonFgColor" "DimBaseText" // color of arrows
}
// text edit windows
"WindowFgColor" "BaseText" // off-white
"WindowBgColor" "WindowBG"
"WindowDisabledFgColor" "DimBaseText"
"WindowDisabledBgColor" "66 80 60 255" // background of chat conversation
"SelectionFgColor" "255 255 255 255" // fg color of selected text
"SelectionBgColor" "SelectionBG"
"ListSelectionFgColor" "255 255 255 255" //
"ListBgColor" "62 70 55 255" // background of server browser control, etc
"BuddyListBgColor" "62 70 55 255" // background of buddy list pane
// App-specific stuff
"ChatBgColor" "WindowBgColor"
// status selection
"StatusSelectFgColor" "BrightBaseText"
"StatusSelectFgColor2" "BrightControlText" // this is the color of the friends status
// checkboxes
"CheckButtonBorder1" "BorderDark" // the left checkbutton border
"CheckButtonBorder2" "BorderBright" // the right checkbutton border
"CheckButtonCheck" "0 0 0 255" // color of the check itself
"CheckBgColor" "158 168 150 255"
// buttons (default fg/bg colors are used if these are not set)
// "ButtonArmedFgColor"
// "ButtonArmedBgColor"
// "ButtonDepressedFgColor" "BrightControlText"
// "ButtonDepressedBgColor"
// buddy buttons
BuddyButton
{
"FgColor1" "ControlText"
"FgColor2" "117 134 102 255"
"ArmedFgColor1" "BrightBaseText"
"ArmedFgColor2" "BrightBaseText"
"ArmedBgColor" "SelectionBG"
}
Chat
{
"TextColor" "BrightControlText"
"SelfTextColor" "BaseText"
"SeperatorTextColor" "DimBaseText"
}
"SectionTextColor" "BrightControlText" // text color for IN-GAME, ONLINE, OFFLINE sections of buddy list
"SectionDividerColor" "BorderDark" // color of line that runs under section name in buddy list
// TF2 HUD
"HudStatusBgColor" "0 0 0 64"
"HudStatusSelectedBgColor" "0 0 0 192"
}
//
//////////////////////// FONTS /////////////////////////////
//
// describes all the fonts
Fonts
{
// fonts are used in order that they are listed
// fonts listed later in the order will only be used if they fulfill a range not already filled
// if a font fails to load then the subsequent fonts will replace
"Default"
{
"1"
{
"name" "Impact"
"tall" "32"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultUnderline"
{
"1"
{
"name" "Impact"
"tall" "32"
"weight" "900"
"underline" "1"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultSmall"
{
"1"
{
"name" "Impact"
"tall" "24"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultVerySmall"
{
"1"
{
"name" "Impact"
"tall" "18"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultLarge"
{
"1"
{
"name" "Impact"
"tall" "48"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
// this is the symbol font
"Marlett"
{
"1"
{
"name" "Marlett"
"tall" "14"
"weight" "0"
"symbol" "1"
"range" "0x0000 0x007F" // Basic Latin
}
}
}
//
//////////////////// BORDERS //////////////////////////////
//
// describes all the border types
Borders
{
BaseBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
TitleButtonBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"4"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
TitleButtonDisabledBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BgColor"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BgColor"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BgColor"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BgColor"
"offset" "0 0"
}
}
}
TitleButtonDepressedBorder
{
"inset" "1 1 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
ScrollBarButtonBorder
{
"inset" "2 2 0 0"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
ButtonBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
TabBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
TabActiveBorder
{
"inset" "0 0 1 0"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "ControlBG"
"offset" "6 2"
}
}
}
ToolTipBorder
{
"inset" "0 0 1 0"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
// this is the border used for default buttons (the button that gets pressed when you hit enter)
ButtonKeyFocusBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Top
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Right
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Bottom
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
ButtonDepressedBorder
{
"inset" "2 1 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
ComboBoxBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
MenuBorder
{
"inset" "1 1 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
}
}

View File

@ -1,800 +0,0 @@
///////////////////////////////////////////////////////////
// Object Control Panel scheme resource file
//
// sections:
// Colors - all the colors used by the scheme
// BaseSettings - contains settings for app to use to draw controls
// Fonts - list of all the fonts used by app
// Borders - description of all the borders
//
// hit ctrl-alt-shift-R in the app to reload this file
//
///////////////////////////////////////////////////////////
Scheme
{
//////////////////////// COLORS ///////////////////////////
// color details
// this is a list of all the colors used by the scheme
Colors
{
// base colors
"BaseText" "48 192 192 255" // used in text windows, lists
"BrightBaseText" "155 255 255 255" // brightest text
"DimBaseText" "150 159 142 255" // dim base text
"LabelDimText" "160 170 149 255" // slight modification on above, used for info text
// could be just removed and use DimBaseText?
"ControlText" "48 192 192 255" // used in all text controls
"BrightControlText" "64 224 224 255" // use for selected controls
"DisabledText1" "32 128 128 255" // disabled text
"DisabledText2" "30 30 30 255" // overlay color for disabled text (to give that inset look)
// background colors
"ControlBG" "76 88 68 255" // background color of controls
"ControlDarkBG" "90 106 80 255" // darker background color; used for background of scrollbars
"WindowBG" "62 70 55 255" // background color of text edit panes (chat, text entries, etc.)
"SelectionBG" "149 136 49 255" // background color of any selected text or menu item
// title colors
"TitleText" "255 255 255 255"
"TitleDimText" "120 132 114 255"
"TitleBG" "76 88 68 0"
"TitleDimBG" "76 88 68 0"
// border colors
"BorderBright" "136 145 128 255" // the lit side of a control
"BorderDark" "45 49 40 255" // the dark/unlit side of a control
"BorderSelection" "0 0 0 255" // the additional border color for displaying the default/selected button
}
///////////////////// BASE SETTINGS ////////////////////////
//
// default settings for all panels
// controls use these to determine their settings
BaseSettings
{
"FgColor" "ControlText"
"BgColor" "ControlBG"
"LabelBgColor" "ControlBG"
"SubPanelBgColor" "ControlBG"
"DisabledFgColor1" "DisabledText1"
"DisabledFgColor2" "DisabledText2" // set this to the BgColor if you don't want it to draw
"TitleBarFgColor" "TitleText"
"TitleBarDisabledFgColor" "TitleDimText"
"TitleBarBgColor" "TitleBG"
"TitleBarDisabledBgColor" "TitleDimBG"
// "TitleBarIcon" "resource/icon_steam"
// "TitleBarDisabledIcon" "resource/icon_steam_disabled"
"TitleBarIcon" "resource/icon_hlicon1"
"TitleBarDisabledIcon" "resource/icon_hlicon2"
"TitleButtonFgColor" "BorderBright"
"TitleButtonBgColor" "ControlBG"
"TitleButtonDisabledFgColor" "TitleDimText"
"TitleButtonDisabledBgColor" "TitleDimBG"
"TextCursorColor" "BaseText" // color of the blinking text cursor in text entries
"URLTextColor" "BrightBaseText" // color that URL's show up in chat window
Menu
{
"FgColor" "DimBaseText"
"BgColor" "ControlBG"
"ArmedFgColor" "BrightBaseText"
"ArmedBgColor" "SelectionBG"
"DividerColor" "BorderDark"
"TextInset" "6"
}
MenuButton // the little arrow on the side of boxes that triggers drop down menus
{
"ButtonArrowColor" "DimBaseText" // color of arrows
"ButtonBgColor" "WindowBG" // bg color of button. same as background color of text edit panes
"ArmedArrowColor" "BrightBaseText" // color of arrow when mouse is over button
"ArmedBgColor" "DimBaseText" // bg color of button when mouse is over button
}
Slider
{
"SliderFgColor" "ControlText" // handle with which the slider is grabbed
"SliderBgColor" "ControlDarkBG" // area behind handle
"SliderTickColor" "ControlText" // slider tick's color
"SliderTickLabelColor" "ControlText" // color of labels at the ends of the slider tick
}
ScrollBarSlider
{
"BgColor" "ControlBG" // this isn't really used
"ScrollBarSliderFgColor" "ControlBG" // handle with which the slider is grabbed
"ScrollBarSliderBgColor" "ControlDarkBG" // area behind handle
"ButtonFgColor" "DimBaseText" // color of arrows
}
// text edit windows
"WindowFgColor" "BaseText" // off-white
"WindowBgColor" "WindowBG"
"WindowDisabledFgColor" "DimBaseText"
"WindowDisabledBgColor" "66 80 60 255" // background of chat conversation
"SelectionFgColor" "255 255 255 255" // fg color of selected text
"SelectionBgColor" "SelectionBG"
"ListSelectionFgColor" "255 255 255 255" //
"ListBgColor" "62 70 55 255" // background of server browser control, etc
"BuddyListBgColor" "62 70 55 255" // background of buddy list pane
// App-specific stuff
"ChatBgColor" "WindowBgColor"
// status selection
"StatusSelectFgColor" "BrightBaseText"
"StatusSelectFgColor2" "BrightControlText" // this is the color of the friends status
// checkboxes
"CheckButtonBorder1" "BorderDark" // the left checkbutton border
"CheckButtonBorder2" "BorderBright" // the right checkbutton border
"CheckButtonCheck" "0 0 0 255" // color of the check itself
"CheckBgColor" "158 168 150 255"
// buttons (default fg/bg colors are used if these are not set)
// "ButtonArmedFgColor"
// "ButtonArmedBgColor"
// "ButtonDepressedFgColor" "BrightControlText"
// "ButtonDepressedBgColor"
// buddy buttons
BuddyButton
{
"FgColor1" "ControlText"
"FgColor2" "117 134 102 255"
"ArmedFgColor1" "BrightBaseText"
"ArmedFgColor2" "BrightBaseText"
"ArmedBgColor" "SelectionBG"
}
Chat
{
"TextColor" "BrightControlText"
"SelfTextColor" "BaseText"
"SeperatorTextColor" "DimBaseText"
}
"SectionTextColor" "BrightControlText" // text color for IN-GAME, ONLINE, OFFLINE sections of buddy list
"SectionDividerColor" "BorderDark" // color of line that runs under section name in buddy list
// TF2 HUD
"HudStatusBgColor" "0 0 0 64"
"HudStatusSelectedBgColor" "0 0 0 192"
}
//
//////////////////////// FONTS /////////////////////////////
//
// describes all the fonts
Fonts
{
// fonts are used in order that they are listed
// fonts listed later in the order will only be used if they fulfill a range not already filled
// if a font fails to load then the subsequent fonts will replace
"Default"
{
"1"
{
"name" "Impact"
"tall" "32"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultUnderline"
{
"1"
{
"name" "Impact"
"tall" "32"
"weight" "900"
"underline" "1"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultSmall"
{
"1"
{
"name" "Impact"
"tall" "24"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultVerySmall"
{
"1"
{
"name" "Impact"
"tall" "18"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
"DefaultLarge"
{
"1"
{
"name" "Impact"
"tall" "48"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
// this is the symbol font
"Marlett"
{
"1"
{
"name" "Marlett"
"tall" "14"
"weight" "0"
"symbol" "1"
"range" "0x0000 0x007F" // Basic Latin
}
}
}
//
//////////////////// BORDERS //////////////////////////////
//
// describes all the border types
Borders
{
BaseBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
TitleButtonBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"4"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
TitleButtonDisabledBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BgColor"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BgColor"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BgColor"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BgColor"
"offset" "0 0"
}
}
}
TitleButtonDepressedBorder
{
"inset" "1 1 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
ScrollBarButtonBorder
{
"inset" "2 2 0 0"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
ButtonBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
TabBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
TabActiveBorder
{
"inset" "0 0 1 0"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "ControlBG"
"offset" "6 2"
}
}
}
ToolTipBorder
{
"inset" "0 0 1 0"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
// this is the border used for default buttons (the button that gets pressed when you hit enter)
ButtonKeyFocusBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Top
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Right
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Bottom
{
"1"
{
"color" "BorderSelection"
"offset" "0 0"
}
"2"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
ButtonDepressedBorder
{
"inset" "2 1 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
ComboBoxBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "BorderDark"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderBright"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
}
MenuBorder
{
"inset" "1 1 1 1"
Left
{
"1"
{
"color" "BorderBright"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "BorderDark"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "BorderBright"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "BorderDark"
"offset" "0 0"
}
}
}
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,51 +0,0 @@
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//=============================================================================
// No spaces in event names, max length 32
// All strings are case sensitive
//
// valid data key types are:
// string : a zero terminated string
// bool : unsigned int, 1 bit
// byte : unsigned int, 8 bit
// short : signed int, 16 bit
// long : signed int, 32 bit
// float : float, 32 bit
// local : any data, but not networked to clients
//
// following key names are reserved:
// local : if set to 1, event is not networked to clients
// unreliable : networked, but unreliable
// suppress : never fire this event
// time : firing server time
// eventid : holds the event ID
"modevents"
{
"player_death" // a game event, name may be 32 charaters long
{
"userid" "short" // user ID who died
"attacker" "short" // user ID who killed
"weapon" "string" // weapon name killed used
}
"teamplay_round_start" // round restart
{
"full_reset" "bool" // is this a full reset of the map
}
"spec_target_updated"
{
}
"achievement_earned"
{
"player" "byte" // entindex of the player
"achievement" "short" // achievement ID
}
}

View File

@ -1,4 +0,0 @@
"chapters"
{
1 "background01"
}

View File

@ -1,640 +0,0 @@
// sample animation script
//
//
// commands:
// Animate <panel name> <variable> <target value> <interpolator> <start time> <duration>
// variables:
// FgColor
// BgColor
// Position
// Size
// Blur (hud panels only)
// TextColor (hud panels only)
// Ammo2Color (hud panels only)
// Alpha (hud weapon selection only)
// SelectionAlpha (hud weapon selection only)
// TextScan (hud weapon selection only)
//
// interpolator:
// Linear
// Accel - starts moving slow, ends fast
// Deaccel - starts moving fast, ends slow
//
// RunEvent <event name> <start time>
// starts another even running at the specified time
//
// StopEvent <event name> <start time>
// stops another event that is current running at the specified time
//
// StopAnimation <panel name> <variable> <start time>
// stops all animations refering to the specified variable in the specified panel
//
// StopPanelAnimations <panel name> <start time>
// stops all active animations operating on the specified panel
//
//
// Useful game console commands:
// cl_Animationinfo <hudelement name> or <panelname>
// displays all the animatable variables for the hud element
//
event LevelInit
{
}
event FadeOutTeamLine
{
// make the display visible
Animate TeamDisplay Alpha "0" Linear 0.0 0.25
}
event FadeInTeamLine
{
// make the display visible
Animate TeamDisplay Alpha "255" Linear 0.0 0.5
}
event OpenWeaponSelectionMenu
{
StopEvent CloseWeaponSelectionMenu 0.0
StopEvent WeaponPickup 0.0
StopEvent FadeOutWeaponSelectionMenu 0.0
// make the display visible
Animate HudWeaponSelection Alpha "128" Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "255" Linear 0.0 0.1
Animate HudWeaponSelection FgColor "FgColor" Linear 0.0 0.1
Animate HudWeaponSelection TextColor "BrightFg" Linear 0.0 0.1
Animate HudWeaponSelection TextScan "1" Linear 0.0 0.1
}
event CloseWeaponSelectionMenu
{
// hide the whole thing near immediately
Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 0.1
Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 0.1
Animate HudWeaponSelection Alpha "0" Linear 0.0 0.1
Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 0.1
}
event FadeOutWeaponSelectionMenu
{
// slowly hide the whole thing
Animate HudWeaponSelection FgColor "0 0 0 0" Linear 0.0 1.5
Animate HudWeaponSelection TextColor "0 0 0 0" Linear 0.0 1.5
Animate HudWeaponSelection Alpha "0" Linear 0.0 1.5
Animate HudWeaponSelection SelectionAlpha "0" Linear 0.0 1.5
}
event SuitAuxPowerMax
{
// hide the suit power
Animate HudSuitPower BgColor "0 0 0 0" Linear 0.0 0.4
Animate HudSuitPower AuxPowerColor "0 0 0 0" Linear 0.0 0.4
}
event SuitAuxPowerNotMax
{
// show suit power
Animate HudSuitPower BgColor "BgColor" Linear 0.0 0.4
Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
}
event SuitAuxPowerDecreasedBelow25
{
// make color red
Animate HudSuitPower AuxPowerColor "255 0 0 220" Linear 0.0 0.4
}
event SuitAuxPowerIncreasedAbove25
{
// make colr bright
Animate HudSuitPower AuxPowerColor "255 220 0 220" Linear 0.0 0.4
}
event SuitAuxPowerNoItemsActive
{
// resize the aux power to be the smallest size
Animate HudSuitPower Size "102 26" Linear 0.0 0.4
Animate HudSuitPower Position "16 400" Linear 0.0 0.4
// Animate HudSuitPower text_xpos "8" Linear 0.0 0.4
// Animate HudSuitPower text_ypos "15" Linear 0.0 0.4
}
event SuitAuxPowerOneItemActive
{
// resize the aux power to fit one item
Animate HudSuitPower Size "102 36" Linear 0.0 0.4
Animate HudSuitPower Position "16 390" Linear 0.0 0.4
}
event SuitAuxPowerTwoItemsActive
{
// resize the aux power to fit two items
Animate HudSuitPower Size "102 46" Linear 0.0 0.4
Animate HudSuitPower Position "16 380" Linear 0.0 0.4
}
event SuitAuxPowerThreeItemsActive
{
// resize the aux power to fit three items
Animate HudSuitPower Size "102 56" Linear 0.0 0.4
Animate HudSuitPower Position "16 370" Linear 0.0 0.4
}
event SuitFlashlightOn
{
Animate HudFlashlight TextColor "255 220 0 255" Linear 0.0 0.1
Animate HudFlashlight TextColor "255 220 0 160" Deaccel 0.1 0.75
Animate HudFlashlight BgColor "BgColor" Linear 0.0 0.75
}
event SuitFlashlightOff
{
StopEvent SuitFlashlightOn 0.0
Animate HudFlashlight TextColor "0 0 0 0" Linear 0.0 0.4
Animate HudFlashlight BgColor "0 0 0 0" Linear 0.0 0.4
}
event HudTakeDamageFront
{
}
event HudTakeDamageLeft
{
Animate HudDamageIndicator DmgColorLeft "255 88 0 200" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorLeft "255 0 0 200" Linear 0.0 0.3
Animate HudDamageIndicator DmgColorLeft "255 0 0 0" Deaccel 0.3 0.5
}
event HudTakeDamageRight
{
Animate HudDamageIndicator DmgColorRight "255 88 0 200" Linear 0.0 0.0
Animate HudDamageIndicator DmgColorRight "255 0 0 200" Linear 0.0 0.3
Animate HudDamageIndicator DmgColorRight "255 0 0 0" Deaccel 0.3 0.5
}
event HudTakeDamageBehind
{
RunEvent HudTakeDamageLeft 0.0
RunEvent HudTakeDamageRight 0.0
}
event HudTakeDamageHighLeft
{
Animate HudDamageIndicator DmgHighColorLeft "255 88 0 255" Linear 0.0 0.0
Animate HudDamageIndicator DmgHighColorLeft "255 0 0 200" Linear 0.0 0.4
Animate HudDamageIndicator DmgHighColorLeft "255 0 0 0" Deaccel 0.4 2.4
}
event HudTakeDamageHighRight
{
Animate HudDamageIndicator DmgHighColorRight "255 88 0 255" Linear 0.0 0.0
Animate HudDamageIndicator DmgHighColorRight "255 0 0 200" Linear 0.0 0.4
Animate HudDamageIndicator DmgHighColorRight "255 0 0 0" Deaccel 0.4 2.4
}
event HudTakeDamageHigh
{
Animate HudDamageIndicator DmgFullscreenColor "255 88 0 200" Linear 0.0 0.0
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.4
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.4 2.4
}
event HudTakeDamageDrown
{
RunEvent HudTakeDamageBehind 0.0
}
event HudTakeDamagePoison
{
Animate HudDamageIndicator DmgFullscreenColor "255 236 128 240" Linear 0.0 0.0
Animate HudDamageIndicator DmgFullscreenColor "255 236 128 0" Deaccel 0.4 0.8
}
event HudTakeDamageBurn
{
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 200" Linear 0.0 0.0
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 0" Deaccel 0.2 0.4
}
event HudTakeDamageRadiation
{
Animate HudDamageIndicator DmgFullscreenColor "255 255 255 128" Deaccel 0.0 0.1
Animate HudDamageIndicator DmgFullscreenColor "255 255 255 0" Deaccel 0.1 0.4
RunEvent HudTakeDamageBehind 0.0
}
event HudPlayerDeath
{
StopEvent HealthLoop 0.0
StopEvent HealthPulse 0.0
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 8" Deaccel 0.1 0.2
Animate HudDamageIndicator DmgFullscreenColor "255 0 0 48" Deaccel 0.3 4.0
}
event HealthIncreasedAbove20
{
StopEvent HealthLoop 0.0
StopEvent HealthPulse 0.0
StopEvent HealthLow 0.0
Animate HudHealth BgColor "BgColor" Linear 0.0 0.0
Animate HudHealth TextColor "FgColor" Linear 0.0 0.04
Animate HudHealth FgColor "FgColor" Linear 0.0 0.03
Animate HudHealth Blur "3" Linear 0.0 0.1
Animate HudHealth Blur "0" Deaccel 0.1 2.0
}
event HealthIncreasedBelow20
{
Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
Animate HudHealth Blur "3" Linear 0.0 0.1
Animate HudHealth Blur "0" Deaccel 0.1 2.0
}
event SuitPowerIncreasedAbove20
{
StopEvent SuitLoop 0.0
StopEvent SuitPulse 0.0
StopEvent SuitPowerZero 0.0
Animate HudSuit Alpha "255" Linear 0.0 0.0
Animate HudSuit BgColor "BgColor" Linear 0.0 0.0
Animate HudSuit TextColor "FgColor" Linear 0.0 0.05
Animate HudSuit FgColor "FgColor" Linear 0.0 0.05
Animate HudSuit Blur "3" Linear 0.0 0.1
Animate HudSuit Blur "0" Deaccel 0.1 2.0
}
event SuitPowerIncreasedBelow20
{
StopEvent SuitPowerZero 0.0
Animate HudSuit Alpha "255" Linear 0.0 0.0
Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
Animate HudSuit Blur "3" Linear 0.0 0.1
Animate HudSuit Blur "0" Deaccel 0.1 2.0
}
event SuitPowerZero
{
StopEvent SuitLoop 0.0
StopEvent SuitPulse 0.0
StopEvent SuitArmorLow 0.0
StopEvent SuitDamageTaken 0.0
Animate HudSuit Alpha "0" Linear 0.0 0.4
}
event TestMovement
{
Animate HudHealth Position "256 120" Linear 0.0 2.0
Animate HudHealth Size "128 24" Linear 0.0 1.5
}
event HealthDamageTaken
{
Animate HudHealth FgColor "BrightFg" Linear 0.0 0.25
Animate HudHealth FgColor "FgColor" Linear 0.3 0.75
Animate HudHealth Blur "3" Linear 0.0 0.1
Animate HudHealth Blur "0" Deaccel 0.1 2.0
Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
Animate HudHealth TextColor "FgColor" Deaccel 0.1 1.2
}
event SuitDamageTaken
{
Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
Animate HudSuit Blur "3" Linear 0.0 0.1
Animate HudSuit Blur "0" Deaccel 0.1 2.0
Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1
Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2
}
// health has been damaged to below 20%
event HealthLow
{
StopEvent HealthDamageTaken 0.0
StopEvent HealthPulse 0.0
StopEvent HealthLoop 0.0
Animate HudHealth BgColor "DamagedBg" Linear 0.0 0.1
Animate HudHealth BgColor "BgColor" Deaccel 0.1 1.75
Animate HudHealth FgColor "BrightFg" Linear 0.0 0.2
Animate HudHealth FgColor "DamagedFg" Linear 0.2 1.2
Animate HudHealth TextColor "BrightFg" Linear 0.0 0.1
Animate HudHealth TextColor "DamagedFg" Linear 0.1 1.2
Animate HudHealth Blur "5" Linear 0.0 0.1
Animate HudHealth Blur "3" Deaccel 0.1 0.9
RunEvent HealthPulse 1.0
}
event HealthPulse
{
Animate HudHealth Blur "5" Linear 0.0 0.1
Animate HudHealth Blur "2" Deaccel 0.1 0.8
Animate HudHealth TextColor "BrightDamagedFg" Linear 0.0 0.1
Animate HudHealth TextColor "DamagedFg" Deaccel 0.1 0.8
Animate HudHealth BgColor "100 0 0 80" Linear 0.0 0.1
Animate HudHealth BgColor "BgColor" Deaccel 0.1 0.8
RunEvent HealthLoop 0.8
}
// call to loop HealthPulse
event HealthLoop
{
RunEvent HealthPulse 0.0
}
// suit armor has been damaged to below 20%
event SuitArmorLow
{
StopEvent SuitDamageTaken 0.0
StopEvent SuitPulse 0.0
StopEvent SuitLoop 0.0
// removing this effect -- matching it to the event for normal suit damage
// so, there will be no special indication (redness, flashing)
// in the hud that the suit armor is low
// Animate HudSuit BgColor "DamagedBg" Linear 0.0 0.1
// Animate HudSuit BgColor "BgColor" Deaccel 0.1 1.75
Animate HudSuit FgColor "BrightFg" Linear 0.0 0.25
Animate HudSuit FgColor "FgColor" Linear 0.3 0.75
Animate HudSuit Blur "3" Linear 0.0 0.1
Animate HudSuit Blur "0" Deaccel 0.1 2.0
Animate HudSuit TextColor "BrightFg" Linear 0.0 0.1
Animate HudSuit TextColor "FgColor" Deaccel 0.1 1.2
// RunEvent SuitPulse 1.0
}
event SuitPulse
// this even no longer gets called
{
Animate HudSuit Blur "5" Linear 0.0 0.1
Animate HudSuit Blur "2" Deaccel 0.1 0.8
Animate HudSuit TextColor "BrightDamagedFg" Linear 0.0 0.1
Animate HudSuit TextColor "DamagedFg" Deaccel 0.1 0.8
Animate HudSuit BgColor "100 0 0 80" Linear 0.0 0.1
Animate HudSuit BgColor "BgColor" Deaccel 0.1 0.8
RunEvent SuitLoop 0.8
}
event SuitLoop
{
// this event no longer gets called
RunEvent SuitPulse 0.0
}
// ammo has been picked up
event AmmoIncreased
{
Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.15
Animate HudAmmo FgColor "FgColor" Deaccel 0.15 1.5
Animate HudAmmo Blur "5" Linear 0.0 0.0
Animate HudAmmo Blur "0" Accel 0.01 1.5
}
// ammo has been decreased, but there is still some remaining
event AmmoDecreased
{
StopEvent AmmoIncreased 0.0
Animate HudAmmo Blur "7" Linear 0.0 0.0
Animate HudAmmo Blur "0" Deaccel 0.1 1.5
Animate HudAmmo TextColor "BrightFg" Linear 0.0 0.1
Animate HudAmmo TextColor "FgColor" Deaccel 0.1 0.75
}
// primary ammo is zero
event AmmoEmpty
{
Animate Hudammo FgColor "BrightDamagedFg" Linear 0.0 0.2
Animate Hudammo FgColor "DamagedFg" Accel 0.2 1.2
}
// ammo2 is the total ammo for a weapon that uses clip ammo
event Ammo2Increased
{
Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2
Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2
}
// total ammo has been decreased, but there is still some remaining
event Ammo2Decreased
{
Animate Hudammo ammo2color "BrightFg" Linear 0.0 0.2
Animate Hudammo ammo2color "FgColor" Accel 0.2 1.2
}
// total ammo is zero
event Ammo2Empty
{
Animate Hudammo ammo2color "BrightDamagedFg" Linear 0.0 0.2
Animate Hudammo ammo2color "DamagedFg" Accel 0.2 1.2
}
event AmmoSecondaryIncreased
{
Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.15
Animate HudAmmoSecondary FgColor "FgColor" Deaccel 0.15 1.5
Animate HudAmmoSecondary Blur "5" Linear 0.0 0.0
Animate HudAmmoSecondary Blur "0" Accel 0.01 1.5
}
event AmmoSecondaryDecreased
{
StopEvent AmmoSecondaryIncreased 0.0
Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0
Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5
Animate HudAmmoSecondary TextColor "BrightFg" Linear 0.0 0.1
Animate HudAmmoSecondary TextColor "FgColor" Deaccel 0.1 0.75
}
event AmmoSecondaryEmpty
{
Animate HudAmmoSecondary FgColor "BrightDamagedFg" Linear 0.0 0.2
Animate HudAmmoSecondary FgColor "DamagedFg" Accel 0.2 1.2
Animate HudAmmoSecondary Blur "7" Linear 0.0 0.0
Animate HudAmmoSecondary Blur "0" Deaccel 0.1 1.5
}
// current weapon has been changed
event WeaponChanged
{
Animate HudAmmo BgColor "250 220 0 80" Linear 0.0 0.1
Animate HudAmmo BgColor "BgColor" Deaccel 0.1 1.0
Animate HudAmmo FgColor "BrightFg" Linear 0.0 0.1
Animate HudAmmo FgColor "FgColor" Linear 0.2 1.5
}
// ran if we just changed to a weapon that needs clip ammo
event WeaponUsesClips
{
Animate HudAmmo Position "r150 432" Deaccel 0.0 0.4
Animate HudAmmo Size "132 36" Deaccel 0.0 0.4
}
// ran if we just changed to a weapon that does not use clip ammo
event WeaponDoesNotUseClips
{
Animate HudAmmo Position "r118 432" Deaccel 0.0 0.4
Animate HudAmmo Size "100 36" Deaccel 0.0 0.4
}
event WeaponUsesSecondaryAmmo
{
StopAnimation HudAmmo Position 0.0
StopAnimation HudAmmo Size 0.0
StopPanelAnimations HudAmmoSecondary 0.0
Animate HudAmmoSecondary BgColor "250 220 0 60" Linear 0.0 0.1
Animate HudAmmoSecondary BgColor "BgColor" Deaccel 0.1 1.0
Animate HudAmmoSecondary FgColor "BrightFg" Linear 0.0 0.1
Animate HudAmmoSecondary FgColor "FgColor" Linear 0.2 1.5
Animate HudAmmoSecondary Alpha 255 Linear 0.0 0.1
Animate HudAmmo Position "r222 432" Deaccel 0.0 0.5
Animate HudAmmo Size "132 36" Deaccel 0.0 0.4
}
event WeaponDoesNotUseSecondaryAmmo
{
StopPanelAnimations HudAmmoSecondary 0.0
Animate HudAmmoSecondary FgColor "0 0 0 0" Linear 0.0 0.4
Animate HudAmmoSecondary BgColor "0 0 0 0" Linear 0.0 0.4
Animate HudAmmoSecondary Alpha 0 Linear 0.0 0.1
}
event CraneMagnetFlash
{
Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.0 0.1
Animate HudCraneMagnet TextColor "255 220 0 160" Deaccel 0.1 0.3
Animate HudCraneMagnet TextColor "255 170 0 220" Deaccel 0.4 0.3
Animate HudCraneMagnet TextColor "255 220 0 255" Linear 0.8 0.2
}
event HintMessageShow
{
// show the hints
Animate HudHintDisplay Alpha 255 Linear 0.0 0.5
// flash text
Animate HudHintDisplay FgColor "FgColor" Linear 0.0 0.01
Animate HudHintDisplay FgColor "255 220 0 255" Linear 0.5 0.2
Animate HudHintDisplay FgColor "FgColor" Linear 0.7 0.2
Animate HudHintDisplay FgColor "255 220 0 255" Linear 1.5 0.2
Animate HudHintDisplay FgColor "FgColor" Linear 1.7 0.2
// hide the panel after a while
Animate HudHintDisplay Alpha 0 Linear 12.0 1.0
}
event HintMessageHide
{
Animate HudHintDisplay Alpha 0 Linear 0.0 0.5
}
event SquadMemberAdded
{
StopEvent SquadMemberDied 0.0
StopEvent SquadMemberLeft 0.0
// add in the squad member, brighter then normal color
Animate HudSquadStatus LastMemberColor "255 220 0 255" Linear 0.0 0.3
Animate HudSquadStatus LastMemberColor "255 220 0 160" Linear 0.3 0.3
}
event SquadMemberLeft
{
StopEvent SquadMemberDied 0.0
StopEvent SquadMemberAdded 0.0
// fade out the icon
Animate HudSquadStatus LastMemberColor "255 220 0 0" Linear 0.0 0.5
}
event SquadMemberDied
{
StopEvent SquadMemberAdded 0.0
StopEvent SquadMemberLeft 0.0
// flash red, hold, then disappear
Animate HudSquadStatus LastMemberColor "255 0 0 255" Linear 0.0 0.5
Animate HudSquadStatus LastMemberColor "255 0 0 0" Linear 2.0 2.0
}
event SquadMembersFollowing
{
StopEvent SquadMembersStationed 0.0
Animate HudSquadStatus SquadTextColor "255 220 0 255" Linear 0.0 0.2
Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.2 0.4
}
event SquadMembersStationed
{
StopEvent SquadMembersFollowing 0.0
Animate HudSquadStatus SquadTextColor "255 220 0 160" Linear 0.5 0.5
}
event PoisonDamageTaken
{
Animate HudPoisonDamageIndicator Alpha 255 Linear 0.0 1.0
RunEvent PoisonLoop 0.0
}
event PoisonDamageCured
{
StopEvent PoisonDamageTaken 0.0
StopEvent PoisonLoop 0.0
StopEvent PoisonPulse 0.0
Animate HudPoisonDamageIndicator Alpha 0 Linear 0.0 1.0
}
event PoisonPulse
{
Animate HudPoisonDamageIndicator TextColor "BrightFg" Linear 0.0 0.1
Animate HudPoisonDamageIndicator TextColor "FgColor" Deaccel 0.1 0.8
Animate HudPoisonDamageIndicator BgColor "100 0 0 80" Linear 0.0 0.1
Animate HudPoisonDamageIndicator BgColor "BgColor" Deaccel 0.1 0.8
RunEvent PoisonLoop 0.8
}
// call to loop PoisonLoop
event PoisonLoop
{
RunEvent PoisonPulse 0.0
}

View File

@ -1,505 +0,0 @@
"Resource/HudLayout.res"
{
HudHealth
{
"fieldName" "HudHealth"
"xpos" "16"
"ypos" "432"
"wide" "102"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
TargetID
{
"fieldName" "TargetID"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
TeamDisplay
{
"fieldName" "TeamDisplay"
"visible" "0"
"enabled" "1"
"xpos" "16"
"ypos" "415"
"wide" "200"
"tall" "60"
"text_xpos" "8"
"text_ypos" "4"
}
HudVoiceSelfStatus
{
"fieldName" "HudVoiceSelfStatus"
"visible" "1"
"enabled" "1"
"xpos" "r43"
"ypos" "355"
"wide" "24"
"tall" "24"
}
HudVoiceStatus
{
"fieldName" "HudVoiceStatus"
"visible" "1"
"enabled" "1"
"xpos" "r145"
"ypos" "0"
"wide" "145"
"tall" "400"
"item_wide" "135"
"show_avatar" "0"
"show_dead_icon" "1"
"dead_xpos" "1"
"dead_ypos" "0"
"dead_wide" "16"
"dead_tall" "16"
"show_voice_icon" "1"
"icon_ypos" "0"
"icon_xpos" "15"
"icon_tall" "16"
"icon_wide" "16"
"text_xpos" "33"
}
HudSuit
{
"fieldName" "HudSuit"
"xpos" "140"
"ypos" "432"
"wide" "108"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
HudAmmo
{
"fieldName" "HudAmmo"
"xpos" "r150"
"ypos" "432"
"wide" "136"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "44"
"digit_ypos" "2"
"digit2_xpos" "98"
"digit2_ypos" "16"
}
HudAmmoSecondary
{
"fieldName" "HudAmmoSecondary"
"xpos" "r76"
"ypos" "432"
"wide" "60"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"digit_xpos" "10"
"digit_ypos" "2"
}
HudSuitPower
{
"fieldName" "HudSuitPower"
"visible" "1"
"enabled" "1"
"xpos" "16"
"ypos" "396"
"wide" "102"
"tall" "26"
"AuxPowerLowColor" "255 0 0 220"
"AuxPowerHighColor" "255 220 0 220"
"AuxPowerDisabledAlpha" "70"
"BarInsetX" "8"
"BarInsetY" "15"
"BarWidth" "92"
"BarHeight" "4"
"BarChunkWidth" "6"
"BarChunkGap" "3"
"text_xpos" "8"
"text_ypos" "4"
"text2_xpos" "8"
"text2_ypos" "22"
"text2_gap" "10"
"PaintBackgroundType" "2"
}
HudFlashlight
{
"fieldName" "HudFlashlight"
"visible" "0"
"enabled" "1"
"xpos" "16"
"ypos" "370"
"wide" "102"
"tall" "20"
"text_xpos" "8"
"text_ypos" "6"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudDamageIndicator
{
"fieldName" "HudDamageIndicator"
"visible" "1"
"enabled" "1"
"DmgColorLeft" "255 0 0 0"
"DmgColorRight" "255 0 0 0"
"dmg_xpos" "30"
"dmg_ypos" "100"
"dmg_wide" "36"
"dmg_tall1" "240"
"dmg_tall2" "200"
}
HudZoom
{
"fieldName" "HudZoom"
"visible" "1"
"enabled" "1"
"Circle1Radius" "66"
"Circle2Radius" "74"
"DashGap" "16"
"DashHeight" "4"
"BorderThickness" "88"
}
HudWeaponSelection
{
"fieldName" "HudWeaponSelection"
"ypos" "16"
"visible" "1"
"enabled" "1"
"SmallBoxSize" "32"
"LargeBoxWide" "112"
"LargeBoxTall" "80"
"BoxGap" "8"
"SelectionNumberXPos" "4"
"SelectionNumberYPos" "4"
"SelectionGrowTime" "0.4"
"TextYPos" "64"
}
HudCrosshair
{
"fieldName" "HudCrosshair"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudDeathNotice
{
"fieldName" "HudDeathNotice"
"visible" "1"
"enabled" "1"
"xpos" "r640"
"ypos" "12"
"wide" "628"
"tall" "468"
"MaxDeathNotices" "4"
"LineHeight" "22"
"RightJustify" "1" // If 1, draw notices from the right
"TextFont" "Default"
}
HudVehicle
{
"fieldName" "HudVehicle"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
ScorePanel
{
"fieldName" "ScorePanel"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudTrain
{
"fieldName" "HudTrain"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMOTD
{
"fieldName" "HudMOTD"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMessage
{
"fieldName" "HudMessage"
"visible" "1"
"enabled" "1"
"wide" "f0"
"tall" "480"
}
HudMenu
{
"fieldName" "HudMenu"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudCloseCaption
{
"fieldName" "HudCloseCaption"
"visible" "1"
"enabled" "1"
"xpos" "c-250"
"ypos" "276"
"wide" "500"
"tall" "136"
"BgAlpha" "128"
"GrowTime" "0.25"
"ItemHiddenTime" "0.2" // Nearly same as grow time so that the item doesn't start to show until growth is finished
"ItemFadeInTime" "0.15" // Once ItemHiddenTime is finished, takes this much longer to fade in
"ItemFadeOutTime" "0.3"
}
HudHistoryResource
{
"fieldName" "HudHistoryResource"
"visible" "1"
"enabled" "1"
"xpos" "r252"
"ypos" "40"
"wide" "248"
"tall" "320"
"history_gap" "56"
"icon_inset" "28"
"text_inset" "26"
"NumberFont" "HudNumbersSmall"
}
HudGeiger
{
"fieldName" "HudGeiger"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HUDQuickInfo
{
"fieldName" "HUDQuickInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudWeapon
{
"fieldName" "HudWeapon"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudAnimationInfo
{
"fieldName" "HudAnimationInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudPredictionDump
{
"fieldName" "HudPredictionDump"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudHintDisplay
{
"fieldName" "HudHintDisplay"
"visible" "0"
"enabled" "1"
"xpos" "r120"
"ypos" "r340"
"wide" "100"
"tall" "200"
"text_xpos" "8"
"text_ypos" "8"
"text_xgap" "8"
"text_ygap" "8"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudSquadStatus
{
"fieldName" "HudSquadStatus"
"visible" "1"
"enabled" "1"
"xpos" "r120"
"ypos" "380"
"wide" "104"
"tall" "46"
"text_xpos" "8"
"text_ypos" "34"
"SquadIconColor" "255 220 0 160"
"IconInsetX" "8"
"IconInsetY" "0"
"IconGap" "24"
"PaintBackgroundType" "2"
}
HudPoisonDamageIndicator
{
"fieldName" "HudPoisonDamageIndicator"
"visible" "0"
"enabled" "1"
"xpos" "16"
"ypos" "346"
"wide" "136"
"tall" "38"
"text_xpos" "8"
"text_ypos" "8"
"text_ygap" "14"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudCredits
{
"fieldName" "HudCredits"
"TextFont" "Default"
"visible" "1"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"TextColor" "255 255 255 192"
}
"HudChat"
{
"ControlName" "EditablePanel"
"fieldName" "HudChat"
"visible" "1"
"enabled" "1"
"xpos" "10"
"ypos" "275"
"wide" "320"
"tall" "120"
"PaintBackgroundType" "2"
}
AchievementNotificationPanel
{
"fieldName" "AchievementNotificationPanel"
"visible" "0"
"enabled" "0"
}
HudHintKeyDisplay
{
"fieldName" "HudHintKeyDisplay"
"visible" "0"
"enabled" "0"
}
HUDAutoAim
{
"fieldName" "HUDAutoAim"
"visible" "0"
"enabled" "0"
}
HudHDRDemo
{
"fieldName" "HudHDRDemo"
"visible" "0"
"enabled" "0"
}
HudCommentary
{
"fieldName" "HudCommentary"
"visible" "0"
"enabled" "0"
}
"CHudVote"
{
"fieldName" "CHudVote"
"visible" "0"
"enabled" "0"
}
}

View File

@ -1,594 +0,0 @@
// Tracker scheme resource file
Scheme
{
// default settings for all panels
BaseSettings
{
"sc_primary1" "102 102 153 255"
"sc_primary2" "192 192 172 128"
"sc_primary3" "204 204 255 255"
"sc_secondary1" "63 63 63 255"
"sc_secondary2" "153 153 153 255"
"sc_secondary3" "204 204 204 255"
"sc_user" "0 0 0 255"
"FgColor" "220 220 255 255"
"BgColor" "0 0 0 255"
"DisabledFgColor1" "80 80 80 255"
"DisabledFgColor2" "40 40 40 255" // set this to the BgColor if you don't want it to draw
"TitleBarFgColor" "0 0 0 255"
"TitleBarDisabledFgColor" "150 150 150 255"
"TitleBarBgColor" "180 120 0 255"
"TitleBarDisabledBgColor" "99 99 99 255"
"TitleBarIcon" "icon_tracker"
"TitleBarDisabledIcon" "icon_tracker_disabled"
"TitleButtonFgColor" "97 64 0 255"
"TitleButtonBgColor" "197 131 0 255"
"TitleButtonDisabledFgColor" "0 0 0 255"
"TitleButtonDisabledBgColor" "99 99 99 255"
"TextCursorColor" "0 0 0 255"
Menu
{
"FgColor" "150 150 150 255"
"BgColor" "70 70 70 255"
"ArmedFgColor" "255 183 0 255"
"ArmedBgColor" "134 91 19 255"
"DividerColor" "56 56 56 255"
"TextInset" "6" //!! not working yet
}
ScrollBar
{
"BgColor" "80 80 80 255"
"SliderBgColor" "0 0 00 0"
}
// text edit windows
"WindowFgColor" "220 220 255 255"
"WindowBgColor" "0 0 0 64"
"WindowDisabledFgColor" "150 150 150 255"
"WindowDisabledBgColor" "80 80 80 255"
// App-specific stuff
// status selection
"StatusSelectFgColor" "255 255 255 255"
"StatusSelectFgColor2" "121 121 121 255"
// buddy buttons
BuddyButton
{
"FgColor1" "255 183 0 255"
"FgColor2" "157 105 0 255"
"ArmedFgColor1" "255 183 0 255"
"ArmedFgColor2" "255 183 0 255"
"ArmedBgColor" "134 91 19 255"
}
"SectionTextColor" "121 121 121 255"
"SectionDividerColor" "56 56 56 255"
// TF2 HUD
"HudStatusBgColor" "0 0 0 64"
"HudStatusSelectedBgColor "0 0 0 192"
}
// describes all the fonts
Fonts
{
"Default"
{
"name" "Tahoma"
"tall" "16"
"weight" "500"
}
"DefaultSmall"
{
"name" "Tahoma"
"tall" "12"
"weight" "0"
}
// this is the symbol font
"Marlett"
{
"name" "Marlett"
"tall" "14"
"weight" "0"
}
}
// describes all the images used
Images
{
"icon_tracker"
{
"filename" "resource/icon_tracker"
"width" "16"
"height" "16"
}
"icon_tracker_disabled"
{
"filename" "resource/icon_tracker_disabled"
"width" "16"
"height" "16"
}
"icon_tray"
{
"filename" "resource/icon_tracker"
"width" "16"
"height" "16"
}
"icon_away"
{
"filename" "resource/icon_away"
"width" "16"
"height" "16"
}
"icon_busy"
{
"filename" "resource/icon_busy"
"width" "16"
"height" "16"
}
"icon_online"
{
"filename" "resource/icon_blank"
"width" "16"
"height" "16"
}
"icon_offline"
{
"filename" "resource/icon_blank"
"width" "16"
"height" "16"
}
"icon_connecting"
{
"filename" "resource/icon_blank"
"width" "16"
"height" "16"
}
"icon_message"
{
"filename" "resource/icon_message"
"width" "16"
"height" "16"
}
"icon_blank"
{
"filename" "resource/icon_blank"
"width" "16"
"height" "16"
}
}
// describes all the border types
Borders
{
BaseBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "43 43 43 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "99 99 99 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "43 43 43 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "99 99 99 255"
"offset" "0 0"
}
}
}
TitleButtonBorder
{
"inset" "2 2 1 1"
Left
{
"1"
{
"color" "255 170 0 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "97 64 0 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "255 170 0 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "97 64 0 255"
"offset" "0 0"
}
}
}
TitleButtonDisabledBorder
{
"inset" "2 2 1 1"
Left
{
"1"
{
"color" "79 79 79 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "0 0 0 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "79 79 79 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "0 0 0 255"
"offset" "0 0"
}
}
}
TitleButtonDepressedBorder
{
"inset" "3 3 1 1"
Left
{
"1"
{
"color" "97 64 0 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "255 170 0 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "97 64 0 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "255 170 0 255"
"offset" "0 0"
}
}
}
ScrollBarButtonBorder
{
"inset" "2 2 1 1"
Left
{
"1"
{
"color" "79 79 79 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "0 0 0 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "79 79 79 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "0 0 0 255"
"offset" "0 0"
}
}
}
ButtonBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "99 99 99 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "43 43 43 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "99 99 99 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "43 43 43 255"
"offset" "0 0"
}
}
}
// this is the border used for default buttons (the button that gets pressed when you hit enter)
ButtonKeyFocusBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "0 0 0 255"
"offset" "0 0"
}
"2"
{
"color" "99 99 99 255"
"offset" "0 1"
}
}
Top
{
"1"
{
"color" "0 0 0 255"
"offset" "0 0"
}
"2"
{
"color" "99 99 99 255"
"offset" "1 0"
}
}
Right
{
"1"
{
"color" "0 0 0 255"
"offset" "0 0"
}
"2"
{
"color" "43 43 43 255"
"offset" "1 0"
}
}
Bottom
{
"1"
{
"color" "0 0 0 255"
"offset" "0 0"
}
"2"
{
"color" "43 43 43 255"
"offset" "0 0"
}
}
}
ButtonDepressedBorder
{
"inset" "2 1 1 1"
Left
{
"1"
{
"color" "43 43 43 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "99 99 99 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "43 43 43 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "99 99 99 255"
"offset" "0 0"
}
}
}
ComboBoxBorder
{
"inset" "0 0 1 1"
Left
{
"1"
{
"color" "43 43 43 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "99 99 99 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "43 43 43 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "99 99 99 255"
"offset" "0 0"
}
}
}
MenuBorder
{
"inset" "1 1 1 1"
Left
{
"1"
{
"color" "99 99 99 255"
"offset" "0 1"
}
}
Right
{
"1"
{
"color" "43 43 43 255"
"offset" "1 0"
}
}
Top
{
"1"
{
"color" "99 99 99 255"
"offset" "0 0"
}
}
Bottom
{
"1"
{
"color" "43 43 43 255"
"offset" "0 0"
}
}
}
}
}

View File

@ -1,2 +0,0 @@
// Game specific definitions
"$game" "HL2MP"

View File

@ -1,332 +0,0 @@
"HL2Player.SprintNoPower"
{
"channel" "CHAN_VOICE"
"volume" "0.8"
"soundlevel" "SNDLVL_60dB"
"wave" "player/suit_denydevice.wav"
}
"HL2Player.SprintStart"
{
"channel" "CHAN_VOICE"
"volume" "0.9"
"soundlevel" "SNDLVL_60dB"
"wave" "player/suit_sprint.wav"
}
"HL2Player.FlashLightOn"
{
"channel" "CHAN_WEAPON"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"
"wave" "items/flashlight1.wav"
}
"HL2Player.FlashLightOff"
{
"channel" "CHAN_WEAPON"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"pitch" "PITCH_NORM"
"wave" "items/flashlight1.wav"
}
"HL2Player.PickupWeapon"
{
"channel" "CHAN_ITEM"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"wave" "items/ammo_pickup.wav"
}
"HL2Player.TrainUse"
{
"channel" "CHAN_ITEM"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"wave" "plats/train_use1.wav"
}
"HL2Player.Use"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"soundlevel" "SNDLVL_75dB"
"wave" "common/wpn_select.wav"
}
"HL2Player.UseNPC"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"soundlevel" "SNDLVL_75dB"
"wave" "common/wpn_select.wav"
}
"HL2Player.UseDeny"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"soundlevel" "SNDLVL_75dB"
"wave" "common/wpn_denyselect.wav"
}
"HL2Player.BurnPain"
{
"channel" "CHAN_VOICE"
"volume" "0.5"
"soundlevel" "SNDLVL_75dB"
"rndwave"
{
"wave" "player/pl_burnpain1.wav"
"wave" "player/pl_burnpain2.wav"
"wave" "player/pl_burnpain3.wav"
}
}
// SHARED player sounds
"Player.Death"
{
"channel" "CHAN_VOICE"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"rndwave"
{
"wave" "player/pl_pain5.wav"
"wave" "player/pl_pain6.wav"
"wave" "player/pl_pain7.wav"
}
}
"Player.PlasmaDamage"
{
"channel" "CHAN_BODY"
"volume" "0.5"
"soundlevel" "SNDLVL_75dB"
"wave" "player/general/flesh_burn.wav"
}
"Player.SonicDamage"
{
"channel" "CHAN_BODY"
"volume" "0.7"
"soundlevel" "SNDLVL_75dB"
"rndwave"
{
"wave" "player/pl_pain5.wav"
"wave" "player/pl_pain6.wav"
"wave" "player/pl_pain7.wav"
}
}
"Player.DrownStart"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_75dB"
"pitch" "90,110"
"wave" "player/pl_drown1.wav"
}
"Player.Swim"
{
"channel" "CHAN_STATIC"
"volume" "0.5"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "player/footsteps/wade5.wav"
"wave" "player/footsteps/wade6.wav"
"wave" "player/footsteps/wade7.wav"
"wave" "player/footsteps/wade8.wav"
}
}
"Player.FallDamage"
{
"channel" "CHAN_AUTO"
"volume" "0.75"
"pitch" "90,110"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "player/pl_fallpain1.wav"
"wave" "player/pl_fallpain3.wav"
}
}
"Player.FallGib"
{
"channel" "CHAN_ITEM"
"volume" "0.75"
"pitch" "90,110"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "physics/body/body_medium_break2.wav"
}
}
"Player.DrownContinue"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_75dB"
"pitch" "90,110"
"rndwave"
{
"wave" "player/pl_drown1.wav"
"wave" "player/pl_drown2.wav"
"wave" "player/pl_drown3.wav"
}
}
"Player.Wade"
{
"channel" "CHAN_BODY"
"volume" "0.25"
"soundlevel" "SNDLVL_75dB"
"rndwave"
{
"wave" "player/footsteps/wade5.wav"
"wave" "player/footsteps/wade6.wav"
"wave" "player/footsteps/wade7.wav"
"wave" "player/footsteps/wade8.wav"
}
}
"Player.AmbientUnderWater"
{
"channel" "CHAN_STATIC"
"volume" "0.22"
"soundlevel" "SNDLVL_75dB"
"wave" "ambient/water/underwater.wav"
}
"Player.UseTrain"
{
"channel" "CHAN_ITEM"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"wave" "plats/train_use1.wav"
}
"Player.UseDeny"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"soundlevel" "SNDLVL_75dB"
"wave" "common/wpn_select.wav"
}
"Player.PickupWeapon"
{
"channel" "CHAN_ITEM"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"pitch" "95,105"
"wave" "items/ammo_pickup.wav"
}
"Geiger.BeepLow"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NONE"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "player/geiger1.wav"
"wave" "player/geiger2.wav"
}
}
"Geiger.BeepHigh"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NONE"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "player/geiger2.wav"
"wave" "player/geiger3.wav"
}
}
//HL2MP
"NPC_MetroPolice.Die"
{
"channel" "CHAN_VOICE"
"volume" "0.500"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_80dB"
"rndwave"
{
"wave" "npc/metropolice/die1.wav"
"wave" "npc/metropolice/die2.wav"
"wave" "npc/metropolice/die3.wav"
"wave" "npc/metropolice/die4.wav"
}
}
"NPC_CombineS.Die"
{
"channel" "CHAN_VOICE"
"volume" "0.500"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_80dB"
"rndwave"
{
"wave" "npc/combine_soldier/die1.wav"
"wave" "npc/combine_soldier/die2.wav"
"wave" "npc/combine_soldier/die3.wav"
}
}
"NPC_Citizen.die"
{
"channel" "CHAN_VOICE"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "*vo/npc/$gender01/pain07.wav"
"wave" "*vo/npc/$gender01/pain08.wav"
"wave" "*vo/npc/$gender01/pain09.wav"
}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,69 +0,0 @@
"blank" "=========================="
"blank" "#Valve_Movement_Title"
"blank" "=========================="
"+forward" "#Valve_Move_Forward"
"+back" "#Valve_Move_Back"
"+moveleft" "#Valve_Move_Left"
"+moveright" "#Valve_Move_Right"
"+speed" "#Valve_Sprint"
"+jump" "#Valve_Jump"
"+duck" "#Valve_Duck"
"blank" "=========================="
"blank" "#Valve_Combat_Title"
"blank" "=========================="
"+attack" "#Valve_Primary_Attack"
"+attack2" "#Valve_Secondary_Attack"
"+reload" "#Valve_Reload_Weapon"
"+use" "#Valve_Use_Items"
"phys_swap" "#Valve_Gravity_Gun"
"impulse 100" "#Valve_Flashlight"
"+zoom" "#Valve_Suit_Zoom"
"slot1" "#Valve_Weapon_Category_1"
"slot2" "#Valve_Weapon_Category_2"
"slot3" "#Valve_Weapon_Category_3"
"slot4" "#Valve_Weapon_Category_4"
"slot5" "#Valve_Weapon_Category_5"
"slot6" "#Valve_Weapon_Category_6"
"invnext" "#Valve_Next_Weapon"
"invprev" "#Valve_Previous_Weapon"
"lastinv" "#Valve_Last_Weapon_Used"
"use weapon_crowbar;use weapon_stunstick" "#HL2_Crowbar_Menu"
"use weapon_physcannon" "#HL2_GravityGun_Menu"
"use weapon_pistol" "#HL2_Pistol_Menu"
"use weapon_357" "#HL2_357Handgun_Menu"
"use weapon_smg1" "#HL2_SMG1_Menu"
"use weapon_ar2" "#HL2_Pulse_Rifle_Menu"
"use weapon_shotgun" "#HL2_Shotgun_Menu"
"use weapon_crossbow" "#HL2_Crossbow_Menu"
"use weapon_frag" "#HL2_Grenade_Menu"
"use weapon_rpg" "#HL2_RPG_Menu"
"use weapon_SLAM" "#HL2_SLAM_Menu"
"blank" "=========================="
"blank" "#Valve_Communication_Title"
"blank" "=========================="
"+voicerecord" "#Valve_Use_Voice_Communication"
"messagemode" "#Valve_Chat_Message"
"messagemode2" "#Valve_Team_Message"
"blank" "=========================="
"blank" "#Valve_Miscellaneous_Title"
"blank" "=========================="
"jpeg" "#Valve_Take_Screen_Shot"
"+showscores" "#Valve_Display_Scores"
"impulse 201" "#Valve_Spray_Logo"
"pause" "#Valve_Pause_Game"
"quit" "#Valve_Quit_Game"
"timeleft" "Time Left in Round"
"askconnect_accept" "#Valve_Accept_Redirect"
"blank" "=========================="
"blank" "#Valve_Miscellaneous_Keyboard_Keys_Title"
"blank" "=========================="
"+walk" "#Valve_Walk"
"+left" "#Valve_Turn_Left"
"+right" "#Valve_Turn_Right"
"+moveup" "#Valve_Swim_Up"
"+movedown" "#Valve_Swim_Down"
"+lookup" "#Valve_Look_Up"
"+lookdown" "#Valve_Look_Down"
"+strafe" "#Valve_Strafe_Modifier"
"+klook" "#Valve_Keyboard_Look_Modifier"

View File

@ -1,59 +0,0 @@
"w" "+forward"
"UPARROW" "+forward"
"s" "+back"
"DOWNARROW" "+back"
"LEFTARROW" "+left"
"RIGHTARROW" "+right"
"a" "+moveleft"
"," "+moveleft"
"d" "+moveright"
"." "+moveright"
"SPACE" "+jump"
"CTRL" "+duck"
"TAB" "+showscores"
"e" "+use"
"v" "+moveup"
"'" "+moveup"
"c" "impulse 50"
"/" "+movedown"
"PGUP" "+lookup"
"PGDN" "+lookdown"
"END" "centerview"
"z" "+strafe"
"INS" "+klook"
";" "+mlook"
"r" "+reload"
"ALT" "+walk"
"SHIFT" "+speed"
"MOUSE1" "+attack"
"ENTER" "+attack"
"MOUSE2" "+attack2"
"\\" "+attack2"
"f" "impulse 100"
"1" "slot1"
"2" "slot2"
"3" "slot3"
"4" "slot4"
"5" "slot5"
"6" "slot6"
"MWHEELUP" "invprev"
"[" "invprev"
"MWHEELDOWN" "invnext"
"]" "invnext"
"q" "lastinv"
"F5" "jpeg"
"F6" "save quick"
"F7" "load quick"
"F10" "quit prompt"
"PAUSE" "pause"
"ESCAPE" "escape"
"~" "toggleconsole"
"`" "toggleconsole"
"+" "sizeup"
"=" "sizeup"
"-" "sizedown"
"t" "impulse 201"
"y" "messagemode"
"u" "messagemode2"
"g" "dropprimary"
"z" "+zoom"

View File

@ -1,256 +0,0 @@
0 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
1 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
2 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
3 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
4 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
5 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
6 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
7 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
8 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
9 "TAB" "TAB" DEFAULTCOLOR
10 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
11 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
12 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
13 "ENTER" "ENTER" DEFAULTCOLOR
14 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
15 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
16 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
17 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
18 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
19 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
20 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
21 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
22 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
23 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
24 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
25 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
26 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
27 "ESCAPE" "ESCAPE" DEFAULTCOLOR
28 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
29 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
30 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
31 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
32 "SPACE" "SPACE" DEFAULTCOLOR
33 "!" "!" DEFAULTCOLOR
34 """ """ DEFAULTCOLOR
35 "#" "#" DEFAULTCOLOR
36 "$" "$" DEFAULTCOLOR
37 "BACKSPACE" "BACKSPACE" DEFAULTCOLOR
38 "&" "&" DEFAULTCOLOR
39 "'" "'" DEFAULTCOLOR
40 "(" "(" DEFAULTCOLOR
41 ")" ")" DEFAULTCOLOR
42 "*" "*" DEFAULTCOLOR
43 "+" "+" DEFAULTCOLOR
44 "," "," DEFAULTCOLOR
45 "-" "-" DEFAULTCOLOR
46 "." "." DEFAULTCOLOR
47 "/" "/" DEFAULTCOLOR
48 "0" "0" DEFAULTCOLOR
49 "1" "1" DEFAULTCOLOR
50 "2" "2" DEFAULTCOLOR
51 "3" "3" DEFAULTCOLOR
52 "4" "4" DEFAULTCOLOR
53 "5" "5" DEFAULTCOLOR
54 "6" "6" DEFAULTCOLOR
55 "7" "7" DEFAULTCOLOR
56 "8" "8" DEFAULTCOLOR
57 "9" "9" DEFAULTCOLOR
58 ":" ":" DEFAULTCOLOR
59 ";" ";" DEFAULTCOLOR
60 "<" "<" DEFAULTCOLOR
61 "=" "=" DEFAULTCOLOR
62 ">" ">" DEFAULTCOLOR
63 "?" "?" DEFAULTCOLOR
64 "@" "@" DEFAULTCOLOR
65 "A" "A" DEFAULTCOLOR
66 "B" "B" DEFAULTCOLOR
67 "C" "C" DEFAULTCOLOR
68 "D" "D" DEFAULTCOLOR
69 "E" "E" DEFAULTCOLOR
70 "F" "F" DEFAULTCOLOR
71 "G" "G" DEFAULTCOLOR
72 "H" "H" DEFAULTCOLOR
73 "I" "I" DEFAULTCOLOR
74 "J" "J" DEFAULTCOLOR
75 "K" "K" DEFAULTCOLOR
76 "L" "L" DEFAULTCOLOR
77 "M" "M" DEFAULTCOLOR
78 "N" "N" DEFAULTCOLOR
79 "O" "O" DEFAULTCOLOR
80 "P" "P" DEFAULTCOLOR
81 "Q" "Q" DEFAULTCOLOR
82 "R" "R" DEFAULTCOLOR
83 "S" "S" DEFAULTCOLOR
84 "T" "T" DEFAULTCOLOR
85 "U" "U" DEFAULTCOLOR
86 "V" "V" DEFAULTCOLOR
87 "W" "W" DEFAULTCOLOR
88 "X" "X" DEFAULTCOLOR
89 "Y" "Y" DEFAULTCOLOR
90 "Z" "Z" DEFAULTCOLOR
91 "[" "[" DEFAULTCOLOR
92 "\" "\" DEFAULTCOLOR
93 "]" "]" DEFAULTCOLOR
94 "^" "^" DEFAULTCOLOR
95 "_" "_" DEFAULTCOLOR
96 "`" "`" DEFAULTCOLOR
97 "a" "a" DEFAULTCOLOR
98 "b" "b" DEFAULTCOLOR
99 "c" "c" DEFAULTCOLOR
100 "d" "d" DEFAULTCOLOR
101 "e" "e" DEFAULTCOLOR
102 "f" "f" DEFAULTCOLOR
103 "g" "g" DEFAULTCOLOR
104 "h" "h" DEFAULTCOLOR
105 "i" "i" DEFAULTCOLOR
106 "j" "j" DEFAULTCOLOR
107 "k" "k" DEFAULTCOLOR
108 "l" "l" DEFAULTCOLOR
109 "m" "m" DEFAULTCOLOR
110 "n" "n" DEFAULTCOLOR
111 "o" "o" DEFAULTCOLOR
112 "p" "p" DEFAULTCOLOR
113 "q" "q" DEFAULTCOLOR
114 "r" "r" DEFAULTCOLOR
115 "s" "s" DEFAULTCOLOR
116 "t" "t" DEFAULTCOLOR
117 "u" "u" DEFAULTCOLOR
118 "v" "v" DEFAULTCOLOR
119 "w" "w" DEFAULTCOLOR
120 "x" "x" DEFAULTCOLOR
121 "y" "y" DEFAULTCOLOR
122 "z" "z" DEFAULTCOLOR
123 "{" "{" DEFAULTCOLOR
124 "|" "|" DEFAULTCOLOR
125 "}" "}" DEFAULTCOLOR
126 "~" "~" DEFAULTCOLOR
127 "BACKSPACE" "BACKSPACE" DEFAULTCOLOR
128 "UPARROW" "UPARROW" DEFAULTCOLOR
129 "DOWNARROW" "DOWNARROW" DEFAULTCOLOR
130 "LEFTARROW" "LEFTARROW" DEFAULTCOLOR
131 "RIGHTARROW" "RIGHTARROW" DEFAULTCOLOR
132 "ALT" "ALT" DEFAULTCOLOR
133 "CTRL" "CTRL" DEFAULTCOLOR
134 "SHIFT" "SHIFT" DEFAULTCOLOR
135 "F1" "F1" DEFAULTCOLOR
136 "F2" "F2" DEFAULTCOLOR
137 "F3" "F3" DEFAULTCOLOR
138 "F4" "F4" DEFAULTCOLOR
139 "F5" "F5" DEFAULTCOLOR
140 "F6" "F6" DEFAULTCOLOR
141 "F7" "F7" DEFAULTCOLOR
142 "F8" "F8" DEFAULTCOLOR
143 "F9" "F9" DEFAULTCOLOR
144 "F10" "F10" DEFAULTCOLOR
145 "F11" "F11" DEFAULTCOLOR
146 "F12" "F12" DEFAULTCOLOR
147 "INS" "INS" DEFAULTCOLOR
148 "DEL" "DEL" DEFAULTCOLOR
149 "PGDN" "PGDN" DEFAULTCOLOR
150 "PGUP" "PGUP" DEFAULTCOLOR
151 "HOME" "HOME" DEFAULTCOLOR
152 "END" "END" DEFAULTCOLOR
153 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
154 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
155 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
156 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
157 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
158 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
159 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
160 "KP_HOME" "KP_HOME" DEFAULTCOLOR
161 "KP_UPARROW" "KP_UPARROW" DEFAULTCOLOR
162 "KP_PGUP" "KP_PGUP" DEFAULTCOLOR
163 "KP_LEFTARROW" "KP_LEFTARROW" DEFAULTCOLOR
164 "KP_5" "KP_5" DEFAULTCOLOR
165 "KP_RIGHTARROW" "KP_RIGHTARROW" DEFAULTCOLOR
166 "KP_END" "KP_END" DEFAULTCOLOR
167 "KP_DOWNARROW" "KP_DOWNARROW" DEFAULTCOLOR
168 "KP_PGDN" "KP_PGDN" DEFAULTCOLOR
169 "KP_ENTER" "KP_ENTER" DEFAULTCOLOR
170 "KP_INS" "KP_INS" DEFAULTCOLOR
171 "KP_DEL" "KP_DEL" DEFAULTCOLOR
172 "KP_SLASH" "KP_SLASH" DEFAULTCOLOR
173 "KP_MINUS" "KP_MINUS" DEFAULTCOLOR
174 "KP_PLUS" "KP_PLUS" DEFAULTCOLOR
175 "CAPSLOCK" "CAPSLOCK" DEFAULTCOLOR
176 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
177 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
178 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
179 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
180 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
181 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
182 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
183 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
184 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
185 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
186 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
187 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
188 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
189 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
190 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
191 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
192 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
193 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
194 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
195 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
196 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
197 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
198 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
199 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
200 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR1
201 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
202 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
203 "JOY1" "JOY1" COLOR 255 0 0
204 "JOY2" "JOY2" COLOR 255 0 0
205 "JOY3" "JOY3" COLOR 255 0 0
206 "JOY4" "JOY4" COLOR 255 0 0
207 "AUX1" "AUX1" DEFAULTCOLOR
208 "AUX2" "AUX2" DEFAULTCOLOR
209 "AUX3" "AUX3" DEFAULTCOLOR
210 "AUX4" "AUX4" DEFAULTCOLOR
211 "AUX5" "AUX5" DEFAULTCOLOR
212 "AUX6" "AUX6" DEFAULTCOLOR
213 "AUX7" "AUX7" DEFAULTCOLOR
214 "AUX8" "AUX8" DEFAULTCOLOR
215 "AUX9" "AUX9" DEFAULTCOLOR
216 "AUX10" "AUX10" DEFAULTCOLOR
217 "AUX11" "AUX11" DEFAULTCOLOR
218 "AUX12" "AUX12" DEFAULTCOLOR
219 "AUX13" "AUX13" DEFAULTCOLOR
220 "AUX14" "AUX14" DEFAULTCOLOR
221 "AUX15" "AUX15" DEFAULTCOLOR
222 "AUX16" "AUX16" DEFAULTCOLOR
223 "AUX17" "AUX17" DEFAULTCOLOR
224 "AUX18" "AUX18" DEFAULTCOLOR
225 "AUX19" "AUX19" DEFAULTCOLOR
226 "AUX20" "AUX20" DEFAULTCOLOR
227 "AUX21" "AUX21" DEFAULTCOLOR
228 "AUX22" "AUX22" DEFAULTCOLOR
229 "AUX23" "AUX23" DEFAULTCOLOR
230 "AUX24" "AUX24" DEFAULTCOLOR
231 "AUX25" "AUX25" DEFAULTCOLOR
232 "AUX26" "AUX26" DEFAULTCOLOR
233 "AUX27" "AUX27" DEFAULTCOLOR
234 "AUX28" "AUX28" DEFAULTCOLOR
235 "AUX29" "AUX29" DEFAULTCOLOR
236 "AUX30" "AUX30" DEFAULTCOLOR
237 "AUX31" "AUX31" DEFAULTCOLOR
238 "AUX32" "AUX32" DEFAULTCOLOR
239 "MWHEELDOWN" "MWHEELDOWN" DEFAULTCOLOR
240 "MWHEELUP" "MWHEELUP" DEFAULTCOLOR
241 "MOUSE1" "MOUSE1" COLOR 0 255 255
242 "MOUSE2" "MOUSE2" COLOR 0 255 255
243 "MOUSE3" "MOUSE3" COLOR 0 255 255
244 "MOUSE4" "MOUSE4" COLOR 0 255 255
245 "MOUSE5" "MOUSE5" COLOR 0 255 255
246 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
247 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
248 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
249 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
250 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
251 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
252 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
253 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
254 "<UNKNOWN KEYNUM>" "<UNKNOWN KEYNUM>" DEFAULTCOLOR
255 "PAUSE" "PAUSE" DEFAULTCOLOR

View File

@ -1,76 +0,0 @@
// keys with $ are to be substituted in the value strings where they occur
// They must occur before any values that reference them since this file is
// parsed in order
// Substitutions $game is swapped with the text string specified
#include "scripts/game.txt"
"loading" "Loading $game..."
"nummasters" "2"
"master0" "half-life.east.won.net:27010"
"master1" "half-life.west.won.net:27010"
//"master0" "127.0.0.1:27010"
//"master1" "127.0.0.1:27010"
// Actual text labels ( note that all $key strings in the value field will be
// substituted as noted above ).
"label_console" "Go to $game console"
"label_quit" "Quit playing $game"
"label_newgame" "Start a new game"
"label_loadgame" "Load a saved game"
"label_videomode" "Change video mode"
"label_configuration" "Configuration"
"label_langame" "Connect to games on your LAN"
"label_internetgame" "Connect to internet games"
"label_multiplayergame" "Multiplayer games"
"dialog_main_header" "$game"
"dialog_videomode_header" "Video Mode"
"dialog_newgame_header" "New Game"
"dialog_loadgame_header" "Load Game"
"dialog_configuration_header" "Configuration"
"dialog_controls_header" "Controls"
"dialog_lan_header" "Lan"
"dialog_internet_header" "Internet Games"
"dialog_multiplayer_header" "Multiplayer"
"button_done" "Done"
"button_ok" "OK"
"button_cancel" "Cancel"
"button_yes" "Yes"
"button_no" "No"
"button_newgame" "New Game"
"button_videomode" "Video Mode"
"button_console" "Console"
"button_quit" "Quit"
"button_loadgame" "Load Game"
"button_easy" "Easy"
"button_medium" "Medium"
"button_hard" "Hard"
"button_configuration" "Configuration"
"button_controls" "Controls"
"button_usedefaults" "Use Defaults"
"button_advancedcontrols" "Adv Controls"
"button_delete" "Delete"
"button_load" "Load"
"button_langame" "Lan"
"button_internetgame" "Internet Game"
"button_connect" "Connect"
"button_refresh" "Refresh"
"button_multiplayergame" "Multiplayer"
"button_update" "Update"
"keybinding_action" "Action"
"keybinding_keybutton" "Key / button"
"keybinding_alternate" "Alternate"
"keybinding_prompt" "Press a button or key"
"loadgame_time" "Time"
"loadgame_game" "Game"
"loadgame_elapsed" "Elapsed Time"
"langame_address" "Address"
"langame_gamedir" "Game"
"langame_map" "Map"
"langame_ping" "Ping"

View File

@ -1,228 +0,0 @@
"sprites/640_hud"
{
TextureData
{
"d_crowbar"
{
"file" "sprites/640hud1"
"x" "192"
"y" "0"
"width" "48"
"height" "16"
}
"d_9mmhandgun"
{
"file" "sprites/640hud1"
"x" "192"
"y" "16"
"width" "32"
"height" "16"
}
"d_357"
{
"file" "sprites/640hud1"
"x" "192"
"y" "32"
"width" "32"
"height" "16"
}
"d_9mmAR"
{
"file" "sprites/640hud1"
"x" "192"
"y" "48"
"width" "48"
"height" "16"
}
"d_shotgun"
{
"file" "sprites/640hud1"
"x" "192"
"y" "64"
"width" "48"
"height" "16"
}
"d_bolt"
{
"file" "sprites/640hud1"
"x" "192"
"y" "80"
"width" "48"
"height" "16"
}
"d_crossbow"
{
"file" "sprites/640hud1"
"x" "192"
"y" "80"
"width" "48"
"height" "16"
}
"d_rpg_rocket"
{
"file" "sprites/640hud1"
"x" "192"
"y" "96"
"width" "48"
"height" "16"
}
"d_gauss"
{
"file" "sprites/640hud1"
"x" "192"
"y" "112"
"width" "32"
"height" "16"
}
"d_egon"
{
"file" "sprites/640hud1"
"x" "192"
"y" "128"
"width" "32"
"height" "16"
}
"d_hornet"
{
"file" "sprites/640hud1"
"x" "192"
"y" "144"
"width" "48"
"height" "16"
}
"d_grenade"
{
"file" "sprites/640hud1"
"x" "192"
"y" "160"
"width" "32"
"height" "16"
}
"d_satchel"
{
"file" "sprites/640hud1"
"x" "192"
"y" "176"
"width" "32"
"height" "16"
}
"d_tripmine"
{
"file" "sprites/640hud1"
"x" "192"
"y" "192"
"width" "32"
"height" "16"
}
"d_snark"
{
"file" "sprites/640hud1"
"x" "192"
"y" "208"
"width" "32"
"height" "16"
}
"d_skull"
{
"file" "sprites/640hud1"
"x" "192"
"y" "224"
"width" "32"
"height" "16"
}
"d_tracktrain"
{
"file" "sprites/640hud1"
"x" "192"
"y" "240"
"width" "32"
"height" "16"
}
"death_357"
{
"font" "HL2MPTypeDeath"
"character" "."
}
"death_ar2"
{
"font" "HL2MPTypeDeath"
"character" "2"
}
"death_crossbow_bolt"
{
"font" "HL2MPTypeDeath"
"character" "1"
}
"death_smg1"
{
"font" "HL2MPTypeDeath"
"character" "/"
}
"death_shotgun"
{
"font" "HL2MPTypeDeath"
"character" "0"
}
"death_rpg_missile"
{
"font" "HL2MPTypeDeath"
"character" "3"
}
"death_grenade_frag"
{
"font" "HL2MPTypeDeath"
"character" "4"
}
"death_pistol"
{
"font" "HL2MPTypeDeath"
"character" "-"
}
"death_physics"
{
"font" "HL2MPTypeDeath"
"character" "9"
}
"death_combine_ball"
{
"font" "HL2MPTypeDeath"
"character" "8"
}
"death_smg1_grenade"
{
"font" "HL2MPTypeDeath"
"character" "7"
}
"death_stunstick"
{
"font" "HL2MPTypeDeath"
"character" "!"
}
"death_slam"
{
"font" "HL2MPTypeDeath"
"character" "*"
}
"death_crowbar"
{
"font" "HL2MPTypeDeath"
"character" "6"
}
"voice_player"
{
"file" "voice/icntlk_sv"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"voice_self"
{
"file" "voice/icntlk_local"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
}
}

View File

@ -1,276 +0,0 @@
"labs_mp"
{
"playlooping"
{
"volume" ".12"
"pitch" "100"
"wave" "ambient/machines/lab_loop1.wav"
}
"playlooping"
{
"volume" ".4"
"pitch" "100"
"wave" "ambient/machines/combine_shield_loop3.wav"
"position" "0"
// tele snd
}
"playlooping"
{
"volume" ".3"
"pitch" "100"
"wave" "ambient/atmosphere/noise2.wav"
"position" "0"
// tele snd
}
"playrandom"
{
"time" "8, 15"
"volume" "0.3,0.5"
"pitch" "100"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc/headcrab/alert1.wav"
"wave" "npc/headcrab/idle1.wav"
"wave" "npc/headcrab/idle2.wav"
"wave" "npc/headcrab/idle3.wav"
}
"position" "1"
// lamarr
}
}
"under_boiler"
{
"playlooping"
{
"volume" "0.2"
"pitch" "100"
"wave" "ambient/atmosphere/ambience5.wav"
}
"playlooping"
{
"volume" "0.07"
"pitch" "100"
"wave" "ambient/atmosphere/underground.wav"
}
"playlooping"
{
"volume" "0.06"
"pitch" "100"
"wave" "ambient/machines/thumper_amb.wav"
}
"playlooping"
{
"volume" ".08"
"pitch" "85"
"wave" "ambient/gas/steam_loop1.wav"
"position" "1"
// Steam pipe
}
}
"under_tunnels"
{
"playlooping"
{
"volume" "0.1"
"pitch" "100"
"wave" "ambient/atmosphere/cargo_hold2.wav"
}
"playlooping"
{
"volume" "0.2"
"pitch" "80"
"wave" "ambient/wind/wind_tunnel1.wav"
}
"playlooping"
{
"volume" ".08"
"pitch" "85"
"wave" "ambient/gas/steam_loop1.wav"
"position" "0"
// Steam pipe
}
}
"under_basement1"
{
"playlooping"
{
"volume" "0.07"
"pitch" "100"
"wave" "ambient/atmosphere/cargo_hold2.wav"
}
"playlooping"
{
"volume" "0.2"
"pitch" "80"
"wave" "ambient/wind/wind_tunnel1.wav"
}
"playlooping"
{
"volume" "0.15"
"pitch" "100"
"wave" "ambient/wind/wasteland_wind.wav"
}
"playlooping"
{
"volume" "0.1"
"pitch" "90"
"wave" "ambient/atmosphere/quiet_cellblock_amb.wav"
}
"playlooping"
{
"volume" ".08"
"pitch" "85"
"wave" "ambient/gas/steam_loop1.wav"
"position" "0"
// Steam pipe
}
}
"combine_tunnel"
{
"dsp" "1"
"playlooping"
{
"volume" "0.3"
"pitch" "100"
"wave" "ambient/levels/citadel/citadel_drone_loop6.wav"
}
"playrandom"
{
"time" "8, 30"
"volume" "0.05,0.1"
"pitch" "90,110"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "ambient/levels/citadel/strange_talk1.wav"
"wave" "ambient/levels/citadel/strange_talk3.wav"
"wave" "ambient/levels/citadel/strange_talk4.wav"
"wave" "ambient/levels/citadel/strange_talk5.wav"
"wave" "ambient/levels/citadel/strange_talk6.wav"
"wave" "ambient/levels/citadel/strange_talk7.wav"
"wave" "ambient/levels/citadel/strange_talk8.wav"
"wave" "ambient/levels/citadel/strange_talk9.wav"
"wave" "ambient/levels/citadel/strange_talk10.wav"
"wave" "ambient/levels/citadel/strange_talk11.wav"
}
}
"playrandom"
{
"time" "20, 35"
"volume" "0.08,0.15"
"pitch" "90,110"
"soundlevel" "SNDLVL_140dB"
"position" "0"
"rndwave"
{
"wave" "npc/combine_soldier/vo/weaponsoffsafeprepforcontact.wav"
"wave" "npc/combine_soldier/vo/teamdeployedandscanning.wav"
"wave" "npc/combine_soldier/vo/unitismovingin.wav"
"wave" "npc/combine_soldier/vo/sweepingin.wav"
"wave" "npc/combine_soldier/vo/targetcompromisedmovein.wav"
"wave" "npc/combine_soldier/vo/stabilizationteamhassector.wav"
"wave" "npc/combine_soldier/vo/overwatchrequestreinforcement.wav"
"wave" "npc/combine_soldier/vo/overwatchtarget1sterilized.wav"
}
}
"playrandom"
{
"time" "45, 120"
"volume" "0.01,0.1"
"pitch" "90,115"
"soundlevel" "SNDLVL_140dB"
"rndwave"
{
"wave" "*ambient/levels/citadel/citadel_ambient_voices1.wav"
}
}
"playlooping"
{
"volume" "0.08"
"pitch" "100"
"wave" "ambient/atmosphere/underground.wav"
}
"playlooping"
{
"volume" "0.25"
"pitch" "80"
"wave" "ambient/wind/wind_tunnel1.wav"
}
}

View File

@ -1,18 +0,0 @@
soundscaples_manifest
{
"file" "scripts/soundscapes.txt"
// List additional soundscape files here
"file" "scripts/soundscapes_canals.txt"
"file" "scripts/soundscapes_klab.txt"
"file" "scripts/soundscapes_elab.txt"
"file" "scripts/soundscapes_streetwar.txt"
"file" "scripts/soundscapes_citadel.txt"
"file" "scripts/soundscapes_town.txt"
"file" "scripts/soundscapes_coast.txt"
"file" "scripts/soundscapes_prison.txt"
"file" "scripts/soundscapes_trainyard.txt"
"file" "scripts/soundscapes_labs.txt"
"file" "scripts/soundscapes_strike.txt"
}

File diff suppressed because it is too large Load Diff

View File

@ -1,53 +0,0 @@
"strike_ware"
{
"dsp" "1"
// The ambient sounds of the warehouse
"playlooping"
{
"volume" "0.1"
"pitch" "100"
"soundlevel" "SNDLVL_90dB"
"wave" "ambient/atmosphere/ambience_base.wav"
}
"playlooping"
{
"volume" "0.15"
"wave" "ambient/atmosphere/indoor2.wav"
"pitch" "100"
}
}
"strike_outside"
{
"playlooping"
{
"volume" "0.25"
"wave" "ambient/wind/wind1.wav"
"pitch" "100"
}
"playsoundscape"
{
"name" "d1_canals.util_tunnel_windgusts"
"volume" "0.7"
}
"playsoundscape"
{
"name" "d1_canals.util_birds"
"volume" "0.25"
}
}

View File

@ -1,62 +0,0 @@
// 357
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_357Handgun"
"viewmodel" "models/weapons/v_357.mdl"
"playermodel" "models/weapons/w_357.mdl"
"anim_prefix" "python"
"bucket" "1"
"bucket_position" "1"
"clip_size" "6"
"default_clip" "6"
"primary_ammo" "357"
"secondary_ammo" "None"
"weight" "7"
"item_flags" "0"
"damage" "75"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "Weapon_Pistol.Empty"
"single_shot" "Weapon_357.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "e"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "e"
}
"ammo"
{
"font" "WeaponIcons"
"character" "q"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,78 +0,0 @@
// Assault Rifle 2
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Pulse_Rifle"
"viewmodel" "models/weapons/v_irifle.mdl"
"playermodel" "models/weapons/w_irifle.mdl"
"anim_prefix" "ar2"
"bucket" "2"
"bucket_position" "1"
"clip_size" "30"
"default_clip" "60"
"clip2_size" "-1"
"default_clip2" "-1"
"primary_ammo" "AR2"
"secondary_ammo" "AR2AltFire"
"weight" "5"
"item_flags" "0"
"damage" "11"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"special1" "Weapon_CombineGuard.Special1"
"empty" "Weapon_IRifle.Empty"
"double_shot" "Weapon_IRifle.Single"
"reload" "Weapon_AR2.Reload"
"single_shot" "Weapon_AR2.Single"
// NPC SECTION
"single_shot_npc" "Weapon_AR2.NPC_Single"
"reload_npc" "Weapon_AR2.NPC_Reload"
"double_shot_npc" "Weapon_AR2.NPC_Double"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "l"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "l"
}
"ammo"
{
"font" "WeaponIcons"
"character" "u"
}
"ammo2"
{
"font" "WeaponIcons"
"character" "z"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,77 +0,0 @@
// Crossbow
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Crossbow"
"viewmodel" "models/weapons/v_crossbow.mdl"
"playermodel" "models/weapons/w_crossbow.mdl"
"anim_prefix" "bow"
"bucket" "3"
"bucket_position" "1"
"clip_size" "1"
"default_clip" "5"
"primary_ammo" "XBowBolt"
"secondary_ammo" "None"
"weight" "6"
"item_flags" "0"
"damage" "100"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Weapon_Crossbow.Single"
"reload" "Weapon_Crossbow.Reload"
"special1" "Weapon_Crossbow.BoltElectrify"
"special2" "Weapon_Crossbow.BoltFly"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "g"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "g"
}
"ammo"
{
"font" "WeaponIcons"
"character" "w"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "96"
"width" "24"
"height" "24"
}
"zoom"
{
"font" "Crosshairs"
"character" "Q"
}
"zoom_autoaim"
{
"file" "sprites/crosshairs"
"x" "24"
"y" "112"
"width" "104"
"height" "16"
}
}
}

View File

@ -1,68 +0,0 @@
// Crowbar
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Crowbar"
"viewmodel" "models/weapons/v_crowbar.mdl"
"playermodel" "models/weapons/w_crowbar.mdl"
"anim_prefix" "crowbar"
"bucket" "0"
"bucket_position" "0"
"clip_size" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Weapon_Crowbar.Single"
"melee_hit" "Weapon_Crowbar.Melee_Hit"
"melee_hit_world" "Weapon_Crowbar.Melee_HitWorld"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "c"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "c"
}
"ammo"
{
"font" "WeaponIcons"
"character" "c"
}
"ammo2"
{
"file" "sprites/640hud7"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,69 +0,0 @@
// Cubemap visualization tool
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Cubemap"
"viewmodel" "models/shadertest/envballs.mdl"
"playermodel" "models/shadertest/envballs.mdl"
"anim_prefix" "envballs"
"bucket" "2"
"bucket_position" "2"
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "-1"
"default_clip2" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/w_icons1"
"x" "128"
"y" "128"
"width" "128"
"height" "64"
}
"weapon_s"
{
"file" "sprites/w_icons1b"
"x" "128"
"y" "128"
"width" "128"
"height" "64"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,63 +0,0 @@
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Grenade"
"viewmodel" "models/weapons/v_grenade.mdl"
"playermodel" "models/weapons/w_grenade.mdl"
"anim_prefix" "Grenade"
"bucket" "4"
"bucket_position" "0"
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "1"
"default_clip2" "-1"
"primary_ammo" "grenade"
"secondary_ammo" "None"
"weight" "1"
"item_flags" "18" // ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_EXHAUSTIBLE
"damage" "150"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"special1" "WeaponFrag.Roll"
"double_shot" "common/null.wav"
"single_shot" "common/null.wav"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "k"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "k"
}
"ammo"
{
"font" "WeaponIcons"
"character" "v"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,78 +0,0 @@
// Physics Gun
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_GravityGun"
"viewmodel" "models/weapons/v_physcannon.mdl"
"playermodel" "models/weapons/w_Physics.mdl"
"anim_prefix" "gauss"
"bucket" "0"
"bucket_position" "2"
"clip_size" "0"
"clip2_size" "0"
"primary_ammo" "None"
"secondary_ammo" "None"
"default_clip" "0"
"default_clip2" "0"
"weight" "0"
"autoswitchto" "0"
"autoswitchfrom" "0"
"item_flags" "2"
SoundData
{
// launch held object
"single_shot" "Weapon_PhysCannon.Launch"
// Ignore?
"reload" "Weapon_PhysCannon.Charge"
// dry fire - no target
"empty" "Weapon_PhysCannon.DryFire"
// pick up object
"special1" "Weapon_PhysCannon.Pickup"
// open claws, target object
"special2" "Weapon_PhysCannon.OpenClaws"
// close claws, target out of range/invalid
"melee_hit" "Weapon_PhysCannon.CloseClaws"
// drop object
"melee_miss" "Weapon_PhysCannon.Drop"
// too heavy
"special3" "Weapon_PhysCannon.TooHeavy"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "m"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "m"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,67 +0,0 @@
// Pistol
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Pistol"
"viewmodel" "models/weapons/v_pistol.mdl"
"playermodel" "models/weapons/w_pistol.mdl"
"anim_prefix" "pistol"
"bucket" "1"
"bucket_position" "0"
"clip_size" "18"
"primary_ammo" "Pistol"
"secondary_ammo" "None"
"weight" "2"
"item_flags" "0"
"damage" "8"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_Pistol.Reload"
"reload_npc" "Weapon_Pistol.NPC_Reload"
"empty" "Weapon_Pistol.Empty"
"single_shot" "Weapon_Pistol.Single"
"single_shot_npc" "Weapon_Pistol.NPC_Single"
"special1" "Weapon_Pistol.Special1"
"special2" "Weapon_Pistol.Special2"
"burst" "Weapon_Pistol.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "d"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "d"
}
"ammo"
{
"font" "WeaponIcons"
"character" "p"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,70 +0,0 @@
// Missile Launcher
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_RPG"
"viewmodel" "models/weapons/v_rpg.mdl"
"playermodel" "models/weapons/w_rocket_launcher.mdl"
"anim_prefix" "missile launcher"
"bucket" "4"
"bucket_position" "1"
"autoswitchfrom" "1"
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "3"
"default_clip2" "-1"
"primary_ammo" "rpg_round"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
"damage" "150"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Weapon_RPG.Single"
"single_shot_npc" "Weapon_RPG.NPC_Single"
//Laser on
"special1" "Weapon_RPG.LaserOn"
//Laser off
"special2" "Weapon_RPG.LaserOff"
"empty" "Weapon_SMG1.Empty"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "i"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "i"
}
"ammo"
{
"font" "WeaponIcons"
"character" "x"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,67 +0,0 @@
// Shotgun
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Shotgun"
"viewmodel" "models/weapons/v_shotgun.mdl"
"playermodel" "models/weapons/w_shotgun.mdl"
"anim_prefix" "shotgun"
"bucket" "3"
"bucket_position" "0"
"clip_size" "6"
"primary_ammo" "Buckshot"
"secondary_ammo" "None"
"weight" "4"
"item_flags" "0"
"damage" "9"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "Weapon_Shotgun.Empty"
"reload" "Weapon_Shotgun.Reload"
"special1" "Weapon_Shotgun.Special1"
"single_shot" "Weapon_Shotgun.Single"
"double_shot" "Weapon_Shotgun.Double"
// NPC WEAPON SOUNDS
"reload_npc" "Weapon_Shotgun.NPC_Reload"
"single_shot_npc" "Weapon_Shotgun.NPC_Single"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "b"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "b"
}
"ammo"
{
"font" "WeaponIcons"
"character" "s"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,56 +0,0 @@
// Slam
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_SLAM"
"viewmodel" "models/weapons/v_slam.mdl"
"playermodel" "models/weapons/w_slam.mdl"
"anim_prefix" "slam"
"bucket" "4"
"bucket_position" "2"
"clip_size" "3"
"primary_ammo" "None"
"secondary_ammo" "slam"
"default_clip2" "3"
"weight" "1"
"item_flags" "2"
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "o"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "o"
}
"ammo"
{
"font" "WeaponIcons"
"character" "o"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,77 +0,0 @@
// Small Machine Gun 1
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_SMG1"
"viewmodel" "models/weapons/v_smg1.mdl"
"playermodel" "models/weapons/w_smg1.mdl" //FIXME:
"anim_prefix" "smg2"
"bucket" "2"
"bucket_position" "0"
"clip_size" "45"
"clip2_size" "-1"
"default_clip" "45"
"default_clip2" "-1"
"primary_ammo" "SMG1"
"secondary_ammo" "SMG1_Grenade"
"weight" "3"
"item_flags" "0"
"damage" "5"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_SMG1.Reload"
"reload_npc" "Weapon_SMG1.NPC_Reload"
"empty" "Weapon_SMG1.Empty"
"single_shot" "Weapon_SMG1.Single"
"single_shot_npc" "Weapon_SMG1.NPC_Single"
"special1" "Weapon_SMG1.Special1"
"special2" "Weapon_SMG1.Special2"
"double_shot" "Weapon_SMG1.Double"
"burst" "Weapon_SMG1.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "a"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "a"
}
"ammo"
{
"font" "WeaponIcons"
"character" "r"
}
"ammo2"
{
"font" "WeaponIcons"
"character" "t"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}

View File

@ -1,73 +0,0 @@
// stunstick
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_StunBaton"
"viewmodel" "models/weapons/v_stunstick.mdl"
"playermodel" "models/weapons/w_stunbaton.mdl"
"anim_prefix" "stunbaton"
"bucket" "0"
"bucket_position" "1"
"clip_size" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Weapon_StunStick.Swing"
"melee_miss" "Weapon_StunStick.Melee_Miss"
"melee_hit" "Weapon_StunStick.Melee_Hit"
"melee_hit_world" "Weapon_StunStick.Melee_HitWorld"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "n"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "n"
}
"ammo"
{
"font" "WeaponIcons"
"character" "n"
}
"ammo2"
{
"file" "sprites/640hud7"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
}
}