VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
100 lines
938 B
Text
100 lines
938 B
Text
step_default.left
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{
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attenuation static
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footstep
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sample common/null.wav
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}
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step_default.right
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{
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attenuation static
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footstep
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sample common/null.wav
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}
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Player.GaspHeavy
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{
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sample common/null.wav
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}
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Player.GaspLight
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{
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sample common/null.wav
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}
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Player.WaterEnter
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{
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sample common/null.wav
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}
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Player.WaterExit
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{
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sample common/null.wav
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}
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Player.Death
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{
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sample common/null.wav
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}
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Player.Pain
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{
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sample common/null.wav
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}
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Player.Wade
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{
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sample common/null.wav
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}
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Player.Swim
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{
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sample common/null.wav
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}
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Player.DenyWeaponSelection
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{
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sample common/null.wav
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}
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Player.WeaponSelected
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{
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sample common/null.wav
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}
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Player.FallDamage
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{
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sample common/null.wav
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}
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Player.LightFall
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{
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sample common/null.wav
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}
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SprayCan.Paint
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{
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sample common/null.wav
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}
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damage_bullet.hit
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{
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sample common/null.wav
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}
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step_ladder.left
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{
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sample common/null.wav
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}
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step_ladder.right
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{
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sample common/null.wav
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}
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sfx_impact.default
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{
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sample common/null.wav
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}
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