nyuuzyou/wikis huggingface dataset:
Ammunition

Ammunition, or ammo, is what supplies most weapons. Ammo in most bullet-based weapons is stored in a magazine (widely referred to as a clip); "reloading" is swapping the current magazine for a full one.
==Ammunition entities==
* item_ammo_357 - Bullets for the .357 Revolver.
* item_ammo_357_large
* item_ammo_ar2 - Bullets for the Combine AR2.
* item_ammo_ar2_large
* item_ammo_ar2_altfire - Energy balls for the AR2's secondary fire.
* item_ammo_crate - Crate containing an unlimited supply of the specified ammunition.
* item_ammo_crossbow - Rebar for the Crossbow.
* item_ammo_pistol - Bullets for the pistol.
* item_ammo_pistol_large
 
* item_ammo_smg1 - Bullets for the SMG.
* item_ammo_smg1_large
* item_ammo_smg1_grenade - Grenades for the SMG's secondary fire mode.
* item_box_buckshot - Shells for the shotgun.
* item_rpg_round - Rocket for the RPG.
right|100px|A full ammo box.
* item_ammopack_full - Fully replenishes ammo to current class.
* item_ammopack_medium - Replenishes 50% of ammo.
* item_ammopack_small - Replenishes 25% of ammo.
* func_regenerate - Static object (usually used in spawn areas), replenishes all ammo.
* weapon_ammo_spawn - Reusable ammo pile that fully replenishes ammo.
* ammo_338mag - Bullets for the AWP.
* ammo_357sig - Bullets for the 228 Compact.
* ammo_45acp - Bullets for the 45 USP, Mac 10 and UMP45.
* ammo_50ae - Bullets for the Desert Eagle.
* ammo_556mm - Bullets for the Galil, Famas, M4A1, SIG SG552 and Krieg 552.
* ammo_556mm_box - Bullets for the M249.
* ammo_57mm - Bullets for the Five-Seven and P90.
* ammo_762mm - Bullets for the AK-47, GS/SG-1 and Scout.
* ammo_9mm - Bullets for the Dual Elites, Glock 18, MP5 and TMP.
* ammo_buckshot - Bullets for the Benelli M3 and Benelli XM1014.
==Ammunition coding==
* Adding New Ammotypes
* AmmoDef - defines types of hitscan ammunition
* Changing clip sizes - How to change the amount of ammo per magazine
* Changing max ammo in HL2 - How to change the maximum ammo the player can carry
* Magazine style reloads - How to implement a tactical-shooter style reload system where the player loses any ammo left in the magazine when reloading
Category:Hubs
Anders

__NOTOC__
Anders is the protagonist of . He's a Civil Protection Officer tasked with fighting a Xenian invasion caused by portal storms after the Combine's occupation of Earth.
==Appearance==
Anders isn't particularly remarkable, he wears the standard Civil Protection outfit and keeps his mask on at all times, so his face is never seen. In the mod's intro, where he holds a camera with his wife, we're able to see that he's dark-skinned or black, as the viewmodel used is actually from Eli Vance's model.
==Personality==
Like most other protagonists, he's quiet and keeps to himself. But he cared for his wife, whom he had to leave when joining Civil Protection for their well-being after The Combine takeover. He might feel guilty, as he experiences hallucinations of her in a dress she once wore and tormenting him mercilessly. There are also hints of a possible romantic interest in his teammate, Eloise, which might be the motivation for his actions.
== See also ==
* Gordon Freeman, protagonist of most titles.
* Adrian Shepard, protagonist of .
* Jamil Lee, protagonist of another mod, .
* Adam Ivanov, protagonist of another mod, .
Category:Protagonists
Category:Human Error
AngleVectors()

AngleVectors() converts a QAngle into either one or three normalised Vectors.
* If there is only one Vector, it points in the same direction as the QAngle ("forward").
* If there are three Vectors, they point forward, right and up respectively.
VectorAngles() converts a single Vector into a QAngle. You can optionally pass a pseudoup Vector which is useful if you're creating the QAngle based on orthogonal axes and don't want to lose rotational information; it will merely determine the roll component of the QAngle.
== Example ==
Vector fwd, rt, up;
AngleVectors( myAngle, &fwd, &rt, &up);
QAngle angles;
VectorAngles( myVector, angles );
Category:Functions
Animated Menu Background/menu background.h

//========= Copyright Jorge "BSVino" Rodriguez, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//
#ifndef MENU_BACKGROUND_H
#define MENU_BACKGROUND_H
#ifdef _WIN32
#pragma once
#endif
#include <vguitextwindow.h>
#include "video/ivideoservices.h"
#include <materialsystem/MaterialSystemUtil.h>
class CMainMenu : public vgui::Panel
{
public:
	DECLARE_CLASS_SIMPLE( CMainMenu, vgui::Panel );
	CMainMenu( vgui::Panel *parent, const char *pElementName );
	~CMainMenu();
public:
	virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
	bool IsVideoPlaying();
	void StartVideo();
	void StopVideo();
	void GetPanelPos( int &xpos, int &ypos );
	void Paint();
	bool BeginPlayback( const char *pFilename );
	void ReleaseVideo();
	void SetBlackBackground( bool bBlack );
	void DoModal();
	MESSAGE_FUNC( OnDisconnectFromGame, "DisconnectedFromGame" );
private:
	bool m_bLoaded;
	bool m_bToolsMode;
	bool m_bPaintVideo;
	CMaterialReference m_MainMenuRef;
protected:
	IVideoMaterial *m_VideoMaterial;
	IMaterial *m_pMaterial;
	int m_nPlaybackHeight; // Calculated to address ratio changes
	int m_nPlaybackWidth;
	char m_szExitCommand[MAX_PATH]; // This call is fired at the engine when the video finishes or is interrupted
	float m_flU; // UV ranges for video on its sheet
	float m_flV;
	bool m_bBlackBackground;
	bool m_bAllowAlternateMedia;
};
#endif // MENU_BACKGROUND_H
Category:Programming
Animated follower

Unknown entity that based on CBaseAnimating. The inputs, outputs and known keyvalues says that this entity should be an animated model that is attached to specified object. Available in all versions of the game starting with the mod version and seems to be completely unused. The only unique keyvalue is followentindex (the default value is -1) and only unique input is changeparent, other inputs and outputs are same as CBaseAnimating. Trying to create it via results in the entity being instantly removed from the map.
Represented by class CAnimatedFollower.
Animating Weapons

This page describes how to setup World Models (Maya-specific; generally applicable to other modeling applications) so that they can animate. This is different than animating view model weapons which is a simpler case. By animating your world model weapons, you can create weapons which are dynamic and not just glued to the character's hand.
== Third-person weapon animation requirements ==
When a weapon that is attached as a separate object (by code) needs rotation or translation in the animation.
== Weapon ==
Add the necessary bones to the weapon model for the particular type of animation you require and skin the model. Save this an individual entity and export it as your weapon reference.
== Character for animation ==
Open the character reference and import the weapon you have created which is skinned and positioned. Attach it to the relevant character bone to which it is to be attached by code. This will make the rig ready for animation and you can animate the weapon as a separate model within the scene. As the weapon is skinned then the bone information that is attached will be exported through the animation smd.
Save your file as something different from the original character reference.
== Character for reference ==
Take the character file just created with the weapon attached.
If you exported the character now then the weapons geometry would be exported along with the character. As the weapon model is attached via code, you should delete all the weapon model polygons apart from one, so the mesh is almost completely gone apart from the few faces which carry the skin information. This allows the bones to be exported and, in turn, allows the animation to drive the attached weapon if there is any animation applied.
== Basic rules ==
All bones need skin applied to be read by the exporter (verify this).
The names of the character reference, animation and weapon reference should all match.
Category:Modeling
Category:Tutorials
Animating a model

This page is for programmers. Animators should see $sequence and/or Choreography creation.
== Main Sequence ==
All CBaseAnimating entities can play an animation.
; SetSequence(int)
: Changes an entity's current skeletal animation sequence. If the sequence is already playing, and is not marked as a loop, it will restart.
; SetSequenceByName(char*)
: Searches for a sequence by name. Avoid doing this if you can.
; int SelectWeightedSequence(Activity)
: Selects an appropriate sequence for the given activity. Pass the return value to SetSequence().
; int LookupActivity(char*)
; int LookupSequence(char*)
: Gets an activity or sequence by name.
; SetCycle(float)
: Changes the frame of the current sequence.
; SetPlaybackRate(float)
: Changes the sequence's speed. The argument is a normalised percentage.
; GetSequenceLinearMotion(int sequence, Vector* output)
: Gets a Vector which describes the sequence's extracted motion over its entire duration.
== Blending sequences ==
If your entity inherits from CBaseAnimatingOverlay you can blend up to 15 sequences on top of the standard one.
; int AddGesture(Activity activity, bool autokill=true)
: Helper which creates a layer with the given activity. Return value is the layer's index, or -1 on failure.
; void RestartGesture(Activity activity, bool addifmissing=true, bool autokill=true)
: Resets the first layer playing the given activity to its first frame. Optionally creates a new layer with the gesture if nothing is found.
; int FindGestureLayer(Activity activity)
: Searches for a active layer playing the given activity. Returns -1 on failure.
; int AddGestureSequence(int sequence, bool autokill=true)
: As AddGesture(), but doesn't require an activity.
; int AddLayeredSequence(int sequence, int priority)
: Directly adds a new layer and makes it play the given sequence. Return value is the layer's index, or -1 on failure. Will not autokill.
; SetLayerAutokill(int layer, bool autokill)
: A layer, by default, persists after its sequence is over. Setting autokill causes it to be removed automatically (even if it loops) once it's through.
; SetLayerDuration(int layer, float duration)
: Adjusts the framerate of the given layer so that it lasts for the given number of seconds.
; CAnimationLayer* GetAnimOverlay(int)
: Directly access an animation layer. You will need to do this in order to kill one manually.
== Networked animation ==
See m_PlayerAnimState.
== Choreography ==
Choreography is the playback of pre-authored acting scenes.
=== Facial expression ===
Category:Programming
Animating and compiling a Posture

=Animating and Compiling a Posture=
This page will go over the steps involved in Animating a Posture sequence, and building it into your 
model. We will then go over looking at Posture sequences in HLMV, and finally cover using IK rules 
with postures. 
XSI is used for the illustrations, but none of the info is specific to that package.
We will be using the content included in the SDK.
==Animating a Posture animation==
A Posture animation can be thought of as having 3 distinct segments: 
#The animation into the posture 
#The looping animation of the posture pose
#The animation out of the posture 
When animating a new Posture you want be sure to include these 3 segments -- so the final animation will be your character getting into the posture pose, holding it for a bit, and then getting back out of the posture pose. The frames of animation to use for each section are defined in the QC when we build the Posture into our model.
 
To begin I start with the character in his idle pose. Generally then i'll go to frame 30 and pose my character in the desired Posture. Once i'm happy with the pose i work on the animation of him getting into that pose. It's important to allow enough time in the animation for your character to 'settle' into the pose (1-3 secs or so). 
Once i have animated the character settling into the pose, i make the looping segment of the Posture animation. 
Usually i wont put much animation into this, but will just copy/paste the pose 10 frames later and 
set the key interpolation to linear. Whatever you decide to do, its important that the looping section of the animation 
actually loops without any hitches.
<pic, looping sec>
Finally i work on animating my character back to the idle pose. As in the first section, it's 
important to allow enough time for your character to settle back into the idle pose.
<pic, end>
Now i make note of the following important frame numbers, which we'll need when adding the Posture 
to the QC:
#What frame do i want the Animation to be blended in 100%? (usually .5 - 1 secs in)
#what frame does the looping section Start?
#what frame does the looping section End?
#what is the last frame of the animation? 
Export the .smd as a Skeletal Animation.smd. Now we're ready to build it into our model.
Category:Modeling
Animation in XSI

There are many XSI animation tutorials on the web, most of them probably far too complex for beginners. This free Noesis video tutorial strikes a good balance, however.
== Enveloping to multiple bones ==
Noesis' video tutorial does not cover enveloping a single mesh to multiple bones. There are a few solutions, but the only one that the SMD exporter understands is the weightmap.
To create a weightmap, first envelope your whole mesh to your whole skeleton. Then look again at the XSI's Skin menu: beneath the Envelope button (assuming the Mod Tool layout) are two icon buttons.
; Weight Editor (left)
: A spreadsheet of each selected vertex against its envelope. Good for precise adjustments.
; Weight Paint Panel (right)
: A selection of tools to paint weights with an resizeable brush. Good for general weighting of high-poly models.
Check XSI's internal help documentation for help using these tools.
== Between keyframes ==
When using the Animation Editor to adjust the slopes leading to and from keyframes, bear in mind that it is only the position of the curve that is exported, and that that position is exported only once per frame.
If you find that your adjustments are falling through the 'gaps' between frames those two rules create, you will need to increase the animation's resolution by including more frames and increasing the $sequence's framerate in your QC. The process is documented here.
Category:XSI
Category:Tutorials
Anomalous

== Overview ==
In Anomalous Gordon gets teleported to a remote Black Mesa research facility by the G-Man, without any instructions or weapons, he is left to wander through the corridors of what seems to be a completely abandoned research facility. Read more at the Anomalous site.
== Features ==
* New Textures
* New Enemies and Allies
* New Weapons
== Media ==
15 Nov 2007
23 Feb 2008
12 May 2008
== Team ==
* Dewald Bodenstein - Project Lead
Anomalous Materials

Anomalous Materials is the second chapter of .
It is the sector of Black Mesa that Gordon Freeman works at. The early part of the game leading into the Resonance Cascade is spent here.
==Architecture==
Anomalous Materials is composed partially of industrial materials (metal and lab equipment) and partially of domestic materials (tile and drop ceilings). Metal walls should be balanced with the concrete walls on the outer edges of the lab. The hallways have high ceilings, but not high enough for two full players on top of each other. Air ducts come out of walls and into others.
==Environment==
Lab equipment such as monitors and computers are common. There are occasional windows, as seen in the hallway leading towards the coolant reserve. Retinal scanners should be found near doors leading out of the sector to restrict access. Although it's a lab, break rooms should be found at least once a map containing a few tables, vending machines and trash cans.
The machinery in the facility should get denser as the player gets closer to the anti-mass spectrometer.
==NPCs==
The main NPCs players should find here are scientists and security guards. Security guards should mainly be used to restrict access to areas where retinal scanners wouldn't make sense or to add variety. They are never found entirely idle.
Scientists can usually be found typing on computers or studying data on whiteboards. They may also be found in the break rooms tidying up.
==Maps==
The following .bsps comprise this chapter.
*
*
*
*
*
==Gallery==
File:C1a0_lobby.jpg|Front lobby
File:C1a0 hallway.jpg|Hallway
File:C1a0d_break_room.jpg|Break room
File:c1a0_testmachine.jpg|The Anti-Mass Spectrometer
Category:Regions & Atmospheres
Category:Half-Life Continuity
Antfarm: Source

Antfarm: Source is a patchset for Half-Life 2 that allows mod-makers to create a multi-player two-dimensional platformer. The base patch contains all the code necessary to convert the perspective from three dimensions to two, and restrict player movement to those dimensions.
A playable tech demonstration called Antfarm: Spheres is available, too.
== External links ==
* http://www.antfarmsource.com
* http://www.moddb.com/downloads/antfarm-spheres-source-releases
Category:Multiplayer Mods
Anti-Mass Spectrometer

:"It's - It's not shutting down; it's... Argh!" - Scientist
The Anti-Mass Spectrometer is a device in used by scientists at the Black Mesa Research Facility to analyze samples of various materials from Xen and elsewhere. Judging by the related science of mass spectrometry, it was most likely used for measuring the mass-to-charge ratio of charged anti-particles.
The initial rift to Xen was opened during such an analysis of an exceptionally pure Xen Crystal.
==Location==
Its location in the middle of the Test Chamber gives the Anti-Mass Spectrometer an even more futuristic appearance as it and almost fills out the room completely with rotors, emitters, and likewise high-tech components. See Test Chamber.
== Gallery ==
Test Chamber.jpg|thumb|right|The Anti-Mass Spectrometer in the Test Chamber.
The Sample.jpg|left|thumb|150px|The SampleThe Xen Crystal sample that Gordon Freeman pushes into the the Anti-Mass Spectrometer at the beginning of Half-Life 1.
==See also==
*Wikipedia article on mass spectrometry
Category:Regions & Atmospheres
Category:Half-Life Continuity
Antlions: Random Spawn

The great thing about these antlions is that they are made to be used with other little tools to make them spawn randomly when the player walks on a specified material, be it sand or any other material.
This tutorial will walk you through the making of a simple example of randomly unburrowing antlions.
== Getting started ==
First, make a map with sand and rocks. The situation we are attempting to create is that if the player walks on the sand, antlions come out near the player and attack, and the player is forced to walk on the rocks.
These are the entities we are going to need:
* npc_antlion
* env_shake
* ambient_generic
* npc_antlion_template_maker
* logic_relay
* env_player_surface_trigger
* info_node_hint
== Configuring the entities ==
First create an npc_antlion with the following properties.
Next, configure the entity that triggers inputs when the player walks on the sand:
Then you will have to create the entity that creates the noise when the antlions are emerging.
And the one to create the quake.
The following entity actually creates the antlions.
 
 
 
 
 
 
 
 
 
 
 
 
Add the first logic_relay:
Add another logic_relay...
with the following outputs:
Another group of entities are to set where the antlions can spawn, you must put one everywhere that the antlion can possibly spawn, and the npc_antlion_template_maker will pick the one nearest the player.
== Notes ==
The antlions use info_node to navigate on the ground, and "fly" by using loose jump parameters.
To make them follow a precise path, use path_corners and set it to the antlion's path corner, and place info_nodes around the way so the antlions can navigate through them.
If there is a wall in their way, make sure there is a jump connection, and the antlions will use it to fly above the wall.
=== Quick tutorial to making antlions follow a path ===
If you want the antlions to run to a precise target, use aiscripted_schedule, name it and configure:
Then at the npc_antlion_template_maker, add the following output:
Category: Level Design
Category: Tutorials
Category:Abstract Mapping
Antlions Everywhere

is a singleplayer mod for in which you play as Carter Grok, a rebel sent to reach City-S through an antlion-infested mine.
== Overview ==
Carter Grok and his squad were tasked with a mission to reach City-S, where rebels were located. During their journey, they encountered a mine checkpoint surrounded by alliance forces on all sides. However, the squad became separated while passing by, and Carter found himself on the lower level of the mine.
=== Media ===
Antlionseverywhere - Screenshot 1.jpg
Antlionseverywhere - Screenshot 2.jpg
Antlionseverywhere - Screenshot 3.jpg
Antlionseverywhere - Screenshot 4.jpg
Antlionseverywhere - Screenshot 5.jpg
Antlionseverywhere - Screenshot 6.jpg
Antlionseverywhere - Screenshot 8.jpg
Antlionseverywhere - Screenshot 9.jpg
Antlionseverywhere - Screenshot 10.jpg
Antlionseverywhere - Screenshot 11.jpg
Antlionseverywhere - Screenshot 12.jpg
Antlionseverywhere - Screenshot 13.jpg
Category:Half-Life series mods and fangames
Category:Single Player Mods
Apc on path

A prefab located in the Prefabs HL2 folder, containing an NPC driven APC setup.
This prefab includes the following:
* A prop_vehicle_apc model with the scripts/vehicles/apc_npc.txt script file.
* An npc_vehicledriver.
* 5 path_corner nodes.
When the npc_vehicledriver is activated (for example through a simple trigger), it is set up to drive the APC model along the 5 path_corners.
Category:Prefabs
Aperture Desk Job

is a short playable demo used to demonstrate the . The game requires controller to play, playing with keyboard & mouse is not supported but it is possible via mods.
== Description from Steam ==
Aperture Desk Job reimagines the been-there-done-that genre of walking simulators and puts them in the lightning-spanked, endorphin-gorged world of sitting still behind things.
You play as an entry-level nobody on their first day at work — your heart full of hope and your legs full of dreams, eager to climb that corporate ladder. But life’s got other plans, and they all involve chairs.
Designed as a free playable short for Valve’s new Steam Deck, Desk Job walks you through the handheld’s controls and features, while not being nearly as boring as that sounds.
Not Portal 3!
Lower your expectations: This is not a sequel to Portal. Now get ready to raise them slightly, because it is in the expanded universe of those games. Desk Job puts you squarely in the driver’s seat at Aperture Science. Then quickly removes the driving part and adds a desk in front of the seat.
Steam Deck: A Desk For Your Hands
Up until now, real life mostly involved sitting, and video games were the virtual fantasy world you could escape to. With the portable Steam Deck, we flipped that, freeing your body to run marathons and jump out of planes while your brain and hands simulate all the sitting you used to do.
It’s F-R-E-E (Free)!
Put that wallet away, gaming fan! Your money’s no good here. For this particular product. If your money stops working while trying to buy groceries, though, you should contact your bank immediately, because the cashier just stole your entire identity? You’d better go talk to her again, because what do you mean she never worked here?! Now you’ll have to go undercover as a dark web hacker to track her down! Only to find out it was a different timeline you?!! From the future?!?! And also if anyone from Hollywood is reading this bullet point, take your wallet back out, because this great idea is not free (but is for sale at buyagreatscreenplay@valvesoftware.com)
== System Requirements ==