diff --git a/mp/src/game/server/ff/ff_client.cpp b/mp/src/game/server/ff/ff_client.cpp new file mode 100644 index 00000000..eb9ce314 --- /dev/null +++ b/mp/src/game/server/ff/ff_client.cpp @@ -0,0 +1,201 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +/* + +===== tf_client.cpp ======================================================== + + HL2 client/server game specific stuff + +*/ + +#include "cbase.h" +#include "hl2mp_player.h" +//#include "hl2mp_gamerules.h" +#include "gamerules.h" +#include "teamplay_gamerules.h" +#include "entitylist.h" +#include "physics.h" +#include "game.h" +#include "player_resource.h" +#include "engine/IEngineSound.h" +#include "team.h" +#include "viewport_panel_names.h" + +#include "tier0/vprof.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +void Host_Say( edict_t *pEdict, bool teamonly ); + +ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." ); + +extern CBaseEntity* FindPickerEntityClass( CBasePlayer *pPlayer, char *classname ); +extern bool g_fGameOver; + +void FinishClientPutInServer( CHL2MP_Player *pPlayer ) +{ + pPlayer->InitialSpawn(); + pPlayer->Spawn(); + + + char sName[128]; + Q_strncpy( sName, pPlayer->GetPlayerName(), sizeof( sName ) ); + + // First parse the name and remove any %'s + for ( char *pApersand = sName; pApersand != NULL && *pApersand != 0; pApersand++ ) + { + // Replace it with a space + if ( *pApersand == '%' ) + *pApersand = ' '; + } + + // notify other clients of player joining the game + UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "#Game_connected", sName[0] != 0 ? sName : "" ); + + if ( HL2MPRules()->IsTeamplay() == true ) + { + ClientPrint( pPlayer, HUD_PRINTTALK, "You are on team %s1\n", pPlayer->GetTeam()->GetName() ); + } + + const ConVar *hostname = cvar->FindVar( "hostname" ); + const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY"; + + KeyValues *data = new KeyValues("data"); + data->SetString( "title", title ); // info panel title + data->SetString( "type", "1" ); // show userdata from stringtable entry + data->SetString( "msg", "motd" ); // use this stringtable entry + data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() ); + + pPlayer->ShowViewPortPanel( PANEL_INFO, true, data ); + + data->deleteThis(); +} + +/* +=========== +ClientPutInServer + +called each time a player is spawned into the game +============ +*/ +void ClientPutInServer( edict_t *pEdict, const char *playername ) +{ + // Allocate a CBaseTFPlayer for pev, and call spawn + CHL2MP_Player *pPlayer = CHL2MP_Player::CreatePlayer( "player", pEdict ); + pPlayer->SetPlayerName( playername ); +} + + +void ClientActive( edict_t *pEdict, bool bLoadGame ) +{ + // Can't load games in CS! + Assert( !bLoadGame ); + + CHL2MP_Player *pPlayer = ToHL2MPPlayer( CBaseEntity::Instance( pEdict ) ); + FinishClientPutInServer( pPlayer ); +} + + +/* +=============== +const char *GetGameDescription() + +Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 +=============== +*/ +const char *GetGameDescription() +{ + if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized + return g_pGameRules->GetGameDescription(); + else + return "Fortress Forever"; +} + +//----------------------------------------------------------------------------- +// Purpose: Given a player and optional name returns the entity of that +// classname that the player is nearest facing +// +// Input : +// Output : +//----------------------------------------------------------------------------- +CBaseEntity* FindEntity( edict_t *pEdict, char *classname) +{ + // If no name was given set bits based on the picked + if (FStrEq(classname,"")) + { + return (FindPickerEntityClass( static_cast(GetContainingEntity(pEdict)), classname )); + } + return NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: Precache game-specific models & sounds +//----------------------------------------------------------------------------- +void ClientGamePrecache( void ) +{ + CBaseEntity::PrecacheModel("models/player.mdl"); + CBaseEntity::PrecacheModel( "models/gibs/agibs.mdl" ); + CBaseEntity::PrecacheModel ("models/weapons/v_hands.mdl"); + + CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowAmmo" ); + CBaseEntity::PrecacheScriptSound( "HUDQuickInfo.LowHealth" ); + + CBaseEntity::PrecacheScriptSound( "FX_AntlionImpact.ShellImpact" ); + CBaseEntity::PrecacheScriptSound( "Missile.ShotDown" ); + CBaseEntity::PrecacheScriptSound( "Bullets.DefaultNearmiss" ); + CBaseEntity::PrecacheScriptSound( "Bullets.GunshipNearmiss" ); + CBaseEntity::PrecacheScriptSound( "Bullets.StriderNearmiss" ); + + CBaseEntity::PrecacheScriptSound( "Geiger.BeepHigh" ); + CBaseEntity::PrecacheScriptSound( "Geiger.BeepLow" ); +} + + +// called by ClientKill and DeadThink +void respawn( CBaseEntity *pEdict, bool fCopyCorpse ) +{ + CHL2MP_Player *pPlayer = ToHL2MPPlayer( pEdict ); + + if ( pPlayer ) + { + if ( gpGlobals->curtime > pPlayer->GetDeathTime() + DEATH_ANIMATION_TIME ) + { + // respawn player + pPlayer->Spawn(); + } + else + { + pPlayer->SetNextThink( gpGlobals->curtime + 0.1f ); + } + } +} + +void GameStartFrame( void ) +{ + VPROF("GameStartFrame()"); + if ( g_fGameOver ) + return; + + gpGlobals->teamplay = (teamplay.GetInt() != 0); + +#ifdef DEBUG + extern void Bot_RunAll(); + Bot_RunAll(); +#endif +} + +//========================================================= +// instantiate the proper game rules object +//========================================================= +void InstallGameRules() +{ + // vanilla deathmatch + CreateGameRulesObject( "CHL2MPRules" ); +} + diff --git a/mp/src/game/server/ff/ff_gameinterface.cpp b/mp/src/game/server/ff/ff_gameinterface.cpp new file mode 100644 index 00000000..c117dd9d --- /dev/null +++ b/mp/src/game/server/ff/ff_gameinterface.cpp @@ -0,0 +1,34 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "gameinterface.h" +#include "mapentities.h" +#include "hl2mp_gameinterface.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// -------------------------------------------------------------------------------------------- // +// Mod-specific CServerGameClients implementation. +// -------------------------------------------------------------------------------------------- // + +void CServerGameClients::GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const +{ + minplayers = 2; + maxplayers = MAX_PLAYERS; // TODO: currently 33 + defaultMaxPlayers = 16; +} + +// -------------------------------------------------------------------------------------------- // +// Mod-specific CServerGameDLL implementation. +// -------------------------------------------------------------------------------------------- // + +void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities ) +{ + // TODO: FF map entity parse for stuff to keep around after reset +} + diff --git a/mp/src/game/server/ff/ff_scriptman.cpp b/mp/src/game/server/ff/ff_scriptman.cpp new file mode 100644 index 00000000..a0554d4c --- /dev/null +++ b/mp/src/game/server/ff/ff_scriptman.cpp @@ -0,0 +1,34 @@ + +///////////////////////////////////////////////////////////////////////////// +// includes +#include "cbase.h" +//#include "ff_scriptman.h" +//#include "ff_entity_system.h" +//#include "ff_luacontext.h" +//#include "ff_lualib.h" +//#include "ff_utils.h" +//#include "ff_item_flag.h" +#include "triggers.h" + +// engine +#include "filesystem.h" + +// lua +//extern "C" +//{ +// #include "lua.h" +// #include "lualib.h" +// #include "lauxlib.h" +//} +// +//#undef MINMAX_H +//#undef min +//#undef max +// +//// luabind +//#include "luabind/luabind.hpp" +//#include "luabind/object.hpp" +//#include "luabind/iterator_policy.hpp" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" \ No newline at end of file diff --git a/mp/src/game/server/ff/ff_scriptman.h b/mp/src/game/server/ff/ff_scriptman.h new file mode 100644 index 00000000..4596b144 --- /dev/null +++ b/mp/src/game/server/ff/ff_scriptman.h @@ -0,0 +1,8 @@ + +#ifndef FF_SCRIPTMAN_H +#define FF_SCRIPTMAN_H + +//// + +///////////////////////////////////////////////////////////////////////////// +#endif diff --git a/mp/src/game/server/server_ff.vpc b/mp/src/game/server/server_ff.vpc index 9427b4b5..10291b68 100644 --- a/mp/src/game/server/server_ff.vpc +++ b/mp/src/game/server/server_ff.vpc @@ -8,7 +8,7 @@ $Macro SRCDIR "..\.." $Macro GAMENAME "ff" [!$SOURCESDK] $Macro GAMENAME "FortressForever" [$SOURCESDK] -$Include "$SRCDIR\game\server\server_hl2mp.vpc" +$Include "$SRCDIR\game\server\server_base.vpc" $Include "$SRCDIR\game\server\nav_mesh.vpc" [$SOURCESDK] $macro VSLIBDIR "." [!$VS2010] @@ -20,6 +20,10 @@ $Configuration { $AdditionalIncludeDirectories "$BASE;$SRCDIR\game\shared\ff,.\ff,.\ff,$SRCDIR\game\shared\ff" $PreprocessorDefinitions "$BASE;FF;FF_DLL" + + // HL2DM SDK specific stuff (remove once all FF stuff implemented) + $AdditionalIncludeDirectories "$BASE;$SRCDIR\game\shared\hl2,.\hl2,.\hl2mp,$SRCDIR\game\shared\hl2mp" + $PreprocessorDefinitions "$BASE;HL2MP;HL2_DLL" } } @@ -29,12 +33,287 @@ $Project "Server (FF)" { $Folder "FF" { - + $File "FF\ff_client.cpp" + $File "FF\ff_gameinterface.cpp" + + $File "FF\ff_scriptman.cpp" + $File "FF\ff_scriptman.h" } - $Folder "Link Libraries" - { + //$Folder "Link Libraries" + //{ + //} + // HL2DM sdk code, remove files as FF classes are implemented + $Folder "HL2MP" + { + $File "hl2mp\hl2mp_bot_temp.cpp" + $File "hl2mp\hl2mp_bot_temp.h" + //$File "hl2mp\hl2mp_client.cpp" + $File "hl2mp\hl2mp_cvars.cpp" + //$File "hl2mp\hl2mp_gameinterface.cpp" + $File "hl2mp\hl2mp_gameinterface.h" + $File "$SRCDIR\game\shared\hl2mp\hl2mp_gamerules.cpp" + $File "$SRCDIR\game\shared\hl2mp\hl2mp_gamerules.h" + $File "hl2mp\hl2mp_player.cpp" + $File "hl2mp\hl2mp_player.h" + $File "$SRCDIR\game\shared\hl2mp\hl2mp_player_shared.cpp" + $File "$SRCDIR\game\shared\hl2mp\hl2mp_player_shared.h" + $File "$SRCDIR\game\shared\hl2mp\hl2mp_weapon_parse.cpp" + $File "$SRCDIR\game\shared\hl2mp\hl2mp_weapon_parse.h" + + $Folder "Weapons" + { + $File "hl2mp\grenade_satchel.cpp" + $File "hl2mp\grenade_satchel.h" + $File "hl2mp\grenade_tripmine.cpp" + $File "hl2mp\grenade_tripmine.h" + $File "hl2mp\te_hl2mp_shotgun_shot.cpp" + $File "hl2mp\te_hl2mp_shotgun_shot.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_357.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_ar2.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_ar2.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_crossbow.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_crowbar.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_frag.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_hl2mpbase.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_hl2mpbase.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_hl2mpbase_machinegun.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_hl2mpbase_machinegun.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_hl2mpbasebasebludgeon.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_hl2mpbasehlmpcombatweapon.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_hl2mpbasehlmpcombatweapon.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_physcannon.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_physcannon.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_pistol.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_rpg.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_rpg.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_shotgun.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_slam.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_slam.h" + $File "$SRCDIR\game\shared\hl2mp\weapon_smg1.cpp" + $File "$SRCDIR\game\shared\hl2mp\weapon_stunstick.cpp" + } + } + + //////////////////////////////////////////////////////////////////////////////////// + // HL2 base shit below, ignore + $File "ai_relationship.cpp" + $File "basegrenade_concussion.cpp" + $File "basegrenade_contact.cpp" + $File "basegrenade_timed.cpp" + $File "EntityFlame.h" + $File "hl2\Func_Monitor.cpp" + $File "grenadethrown.cpp" + $File "grenadethrown.h" + $File "h_cycler.cpp" + $File "h_cycler.h" + $File "monstermaker.cpp" + $File "monstermaker.h" + $File "physics_bone_follower.h" + $File "$SRCDIR\game\shared\predicted_viewmodel.cpp" + $File "$SRCDIR\game\shared\predicted_viewmodel.h" + $File "$SRCDIR\game\shared\ragdoll_shared.h" + $File "$SRCDIR\game\shared\solidsetdefaults.h" + $File "$SRCDIR\game\shared\hl2\survival_gamerules.cpp" + $File "team_objectiveresource.cpp" + $File "team_objectiveresource.h" + $File "team_spawnpoint.cpp" + $File "team_spawnpoint.h" + $File "team_control_point.cpp" + $File "team_control_point.h" + $File "team_control_point_master.cpp" + $File "team_control_point_master.h" + $File "team_control_point_round.cpp" + $File "team_control_point_round.h" + $File "team_train_watcher.cpp" + $File "team_train_watcher.h" + $File "$SRCDIR\game\shared\teamplayroundbased_gamerules.cpp" + $File "$SRCDIR\game\shared\touchlink.h" + $File "trigger_area_capture.cpp" + $File "trigger_area_capture.h" + $File "$SRCDIR\game\shared\teamplay_round_timer.cpp" + $File "$SRCDIR\game\shared\teamplay_round_timer.h" + + $Folder "HL2 DLL" + { + $File "hl2\ai_allymanager.cpp" + $File "hl2\ai_behavior_actbusy.cpp" + $File "hl2\ai_behavior_actbusy.h" + $File "hl2\ai_behavior_functank.cpp" + $File "hl2\ai_behavior_functank.h" + $File "hl2\ai_behavior_holster.cpp" + $File "hl2\ai_behavior_holster.h" + $File "hl2\ai_behavior_police.cpp" + $File "hl2\ai_behavior_police.h" + $File "hl2\ai_goal_police.cpp" + $File "hl2\ai_goal_police.h" + $File "hl2\ai_interactions.h" + $File "hl2\ai_spotlight.cpp" + $File "hl2\ai_spotlight.h" + $File "hl2\antlion_dust.cpp" + $File "hl2\antlion_dust.h" + $File "hl2\antlion_maker.cpp" + $File "hl2\antlion_maker.h" + $File "hl2\ar2_explosion.cpp" + $File "hl2\ar2_explosion.h" + $File "basebludgeonweapon.cpp" + $File "basebludgeonweapon.h" + $File "hl2\basehlcombatweapon.cpp" + $File "hl2\basehlcombatweapon.h" + $File "$SRCDIR\game\shared\hl2\basehlcombatweapon_shared.cpp" + $File "$SRCDIR\game\shared\hl2\basehlcombatweapon_shared.h" + $File "hl2\cbasehelicopter.cpp" + $File "hl2\cbasehelicopter.h" + $File "hl2\cbasespriteprojectile.cpp" + $File "hl2\cbasespriteprojectile.h" + $File "hl2\citadel_effects.cpp" + $File "$SRCDIR\game\shared\hl2\citadel_effects_shared.h" + $File "hl2\combine_mine.cpp" + $File "hl2\combine_mine.h" + $File "hl2\energy_wave.h" + $File "hl2\env_alyxemp.cpp" + $File "$SRCDIR\game\shared\hl2\env_alyxemp_shared.h" + $File "hl2\env_headcrabcanister.cpp" + $File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.cpp" + $File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.h" + $File "hl2\env_speaker.cpp" + $File "hl2\env_starfield.cpp" + $File "hl2\func_recharge.cpp" + $File "hl2\func_tank.cpp" + $File "hl2\func_tank.h" + $File "hl2\grenade_ar2.cpp" + $File "hl2\grenade_ar2.h" + $File "hl2\grenade_bugbait.cpp" + $File "hl2\grenade_bugbait.h" + $File "hl2\grenade_frag.cpp" + $File "hl2\grenade_frag.h" + $File "hl2\hl2_ai_network.cpp" + $File "hl2\hl2_eventlog.cpp" + $File "$SRCDIR\game\shared\hl2\hl2_gamerules.cpp" + $File "$SRCDIR\game\shared\hl2\hl2_gamerules.h" + $File "hl2\hl2_player.cpp" + $File "hl2\hl2_player.h" + $File "$SRCDIR\game\shared\hl2\hl2_player_shared.h" + $File "hl2\hl2_playerlocaldata.cpp" + $File "hl2\hl2_playerlocaldata.h" + $File "$SRCDIR\game\shared\hl2\hl2_shareddefs.h" + $File "hl2\hl2_triggers.cpp" + $File "$SRCDIR\game\shared\hl2\hl2_usermessages.cpp" + $File "$SRCDIR\game\shared\hl2\hl_gamemovement.cpp" + $File "$SRCDIR\game\shared\hl2\hl_gamemovement.h" + $File "$SRCDIR\game\shared\hl2\hl_movedata.h" + $File "hl2\hl_playermove.cpp" + $File "hl2\info_teleporter_countdown.cpp" + $File "hl2\item_ammo.cpp" + $File "hl2\item_battery.cpp" + $File "hl2\item_dynamic_resupply.cpp" + $File "hl2\item_dynamic_resupply.h" + $File "hl2\item_healthkit.cpp" + $File "hl2\item_itemcrate.cpp" + $File "hl2\item_suit.cpp" + $File "hl2\look_door.cpp" + $File "hl2\monster_dummy.cpp" + $File "hl2\npc_alyx.cpp" + $File "hl2\npc_alyx.h" + $File "hl2\npc_antlion.cpp" + $File "hl2\npc_antlion.h" + $File "hl2\npc_antlionguard.cpp" + $File "hl2\npc_apcdriver.cpp" + $File "hl2\npc_attackchopper.cpp" + $File "hl2\npc_attackchopper.h" + $File "hl2\npc_barnacle.cpp" + $File "hl2\npc_barnacle.h" + $File "hl2\npc_barney.cpp" + $File "hl2\npc_basescanner.cpp" + $File "hl2\npc_basescanner.h" + $File "hl2\npc_BaseZombie.cpp" + $File "hl2\npc_BaseZombie.h" + $File "hl2\npc_breen.cpp" + $File "hl2\npc_bullseye.cpp" + $File "hl2\npc_bullseye.h" + $File "hl2\npc_citizen17.cpp" + $File "hl2\npc_citizen17.h" + $File "hl2\npc_combine.cpp" + $File "hl2\npc_combine.h" + $File "hl2\npc_combinecamera.cpp" + $File "hl2\npc_combinedropship.cpp" + $File "hl2\npc_combinegunship.cpp" + $File "hl2\npc_combines.cpp" + $File "hl2\npc_combines.h" + $File "hl2\npc_cranedriver.cpp" + $File "hl2\npc_crow.cpp" + $File "hl2\npc_crow.h" + $File "hl2\npc_dog.cpp" + $File "hl2\npc_eli.cpp" + $File "hl2\npc_enemyfinder.cpp" + $File "hl2\npc_fisherman.cpp" + $File "hl2\npc_gman.cpp" + $File "hl2\npc_headcrab.cpp" + $File "hl2\npc_headcrab.h" + $File "hl2\npc_ichthyosaur.cpp" + $File "hl2\npc_kleiner.cpp" + $File "hl2\npc_launcher.cpp" + $File "hl2\npc_manhack.cpp" + $File "hl2\npc_manhack.h" + $File "hl2\npc_metropolice.cpp" + $File "hl2\npc_metropolice.h" + $File "hl2\npc_monk.cpp" + $File "hl2\npc_mossman.cpp" + $File "hl2\npc_playercompanion.cpp" + $File "hl2\npc_playercompanion.h" + $File "hl2\npc_PoisonZombie.cpp" + $File "hl2\npc_rollermine.cpp" + $File "hl2\npc_rollermine.h" + $File "hl2\npc_scanner.cpp" + $File "hl2\npc_stalker.cpp" + $File "hl2\npc_stalker.h" + $File "hl2\npc_strider.cpp" + $File "hl2\npc_strider.h" + $File "npc_talker.cpp" + $File "npc_talker.h" + $File "hl2\npc_turret_ceiling.cpp" + $File "hl2\npc_turret_floor.cpp" + $File "hl2\npc_turret_ground.cpp" + $File "hl2\npc_vortigaunt_episodic.cpp" + $File "hl2\npc_vortigaunt_episodic.h" + $File "hl2\npc_zombie.cpp" + $File "hl2\point_apc_controller.cpp" + $File "hl2\prop_combine_ball.cpp" + $File "hl2\prop_combine_ball.h" + $File "hl2\prop_thumper.cpp" + $File "hl2\proto_sniper.cpp" + $File "hl2\rotorwash.cpp" + $File "hl2\rotorwash.h" + $File "hl2\script_intro.cpp" + $File "hl2\script_intro.h" + $File "$SRCDIR\game\shared\script_intro_shared.cpp" + $File "hl2\vehicle_airboat.cpp" + $File "hl2\vehicle_apc.h" + $File "hl2\vehicle_crane.cpp" + $File "hl2\vehicle_crane.h" + $File "hl2\vehicle_prisoner_pod.cpp" + $File "hl2\vehicle_viewcontroller.cpp" + $File "hl2\weapon_alyxgun.h" + $File "hl2\weapon_annabelle.cpp" + $File "hl2\weapon_bugbait.cpp" + $File "hl2\weapon_crowbar.h" + $File "weapon_cubemap.cpp" + + $Folder "unused" + { + $File "hl2\grenade_beam.cpp" + $File "hl2\grenade_beam.h" + $File "hl2\grenade_homer.cpp" + $File "hl2\grenade_homer.h" + $File "hl2\grenade_pathfollower.cpp" + $File "hl2\grenade_pathfollower.h" + $File "hl2\npc_missiledefense.cpp" + $File "hl2\vehicle_apc.cpp" + $File "hl2\weapon_cguard.cpp" + $File "hl2\weapon_flaregun.cpp" + $File "hl2\weapon_flaregun.h" + } } } }