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24438e3e45
Tiny cleanup of gameinfo.txt Add JumpPad.Build and JumpPad.Explode soundscript definitions * Allows these sounds to be separated from detpack build/expode for customization purposes Fix JumpPad.Explode soundscript definition not being based on Detpack.Explode --- Also serves as a test of line ending stability; the goal is for these line endings to still checkout as CRLF on the Github Subversion mirror
49 lines
1.6 KiB
Text
49 lines
1.6 KiB
Text
"GameInfo"
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{
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game "Fortress Forever"
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title "Fortress Forever"
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name "Fortress Forever"
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type multiplayer_only
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developer "Fortress Forever Team"
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developer_url "http://www.fortress-forever.com/"
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icon "resource/icon_ff"
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manual "http://www.fortress-forever.com/wiki/Main_Page"
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hidden_maps
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{
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"test_speakers" 1
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"test_hardware" 1
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}
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FileSystem
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{
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SteamAppId 253530
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ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
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//
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// The code that loads this file automatically does a few things here:
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//
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// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
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// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
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// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
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// 3. For the first "Game" search path, it adds a search path called "MOD".
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// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
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//
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//
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// Search paths are relative to the base directory, which is where hl2.exe is found.
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//
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// |gameinfo_path| points at the directory where gameinfo.txt is.
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// We always want to mount that directory relative to gameinfo.txt, so
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// people can mount stuff in c:\mymod, and the main game resources are in
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// someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
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//
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SearchPaths
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{
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Game |gameinfo_path|.
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Game hl2
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Game FortressForever
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}
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}
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}
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