nyuuzyou/wikis huggingface dataset:
Adding a Camera Bone to a Viewmodel

== What are camera bones? ==
Camera bones are bones that affect player's view, the in-game camera will copy rotation/transforms from your "camera" bone that you've created in your animation software, allowing animators to create good looking handmade camera effects for animations.
== How to do ==
Adding it is extremely simple, go to view.cpp:1208
Inside of void CViewRender::Render( vrect_t *rect ), scroll down to line 1408 where you should add the following code:
		//--------------------------------
		// Handle camera anims
		//--------------------------------
		if (!UseVR() && pPlayer && cl_camera_anim_intensity.GetFloat() > 0)
		{
			if (pPlayer->GetViewModel(0))
			{
				int attachment = pPlayer->GetViewModel(0)->LookupAttachment("camera");
				if (attachment != -1)
				{
					int rootBone = pPlayer->GetViewModel(0)->LookupAttachment("camera_root");
					Vector cameraOrigin = Vector(0, 0, 0);
					QAngle cameraAngles = QAngle(0, 0, 0);
					Vector rootOrigin = Vector(0, 0, 0);
					QAngle rootAngles = QAngle(0, 0, 0);
					pPlayer->GetViewModel(0)->GetAttachmentLocal(attachment, cameraOrigin, cameraAngles);
					if (rootBone != -1)
					{
						pPlayer->GetViewModel(0)->GetAttachmentLocal(rootBone, rootOrigin, rootAngles);
						cameraOrigin -= rootOrigin;
						cameraAngles -= rootAngles;
						DevMsg("camera attachment found\n");
					}
					view.angles += cameraAngles * cl_camera_anim_intensity.GetFloat();
					view.origin += cameraOrigin * cl_camera_anim_intensity.GetFloat();
				}
			}
		}
After you've added this code, go and add a new ConVar somewhere on top of that file (or anywhere else):
ConVar cl_camera_anim_intensity("cl_camera_anim_intensity", "1.0", FCVAR_ARCHIVE, "Intensity of cambone animations");
With that you are done on the code side.
== Modeling notes ==
On the modeling side, inside of your animation software of choice you will need two bones in the viewmodel that you plan to support this feature. 
* First bone needs to be named camera_root, this bone should NOT move at all and should not be animated,
* Second make a bone named camera, this is the bone we want to animate, when you keyframe and animate it's rotation, it should be reflected in game provided you added the code above, if you want a preview of how the camera effects will look like in game, make the animation software's "Camera" object a child of the camera bone (make sure to read that twice, a lot of overlapping names).
* Then create 2 attachments on the 2 bones that are named the same as the bone
Here is an example of what it looks like in action.
== See also ==
* Viewmodel
* Model Creation Overview
* ConVar
Category:Tutorials
Adding a Custom Map to Dreamball

Dreamball makes use of the Bonus Maps UI for implementing custom maps. See the Bonus Maps page for a more in-depth description of using Bonus Maps. Once you have finished and packaged up your map find some File Hosting Sites and release your map! Be sure to let us know about your new map!
Note that the Bonus Maps UI is only for singleplayer maps. If you're making a multiplayer map just launch it via a server like any other Source game.
See the Dreamball Dev Kit/Bonus Maps/ folder for an example of Bonus Maps usage if you need it.
Category:Dreamball
Adding class based health differences

This is a short tutorial which will allow you to set different health values for different classes in your mod. This will create a system very similar to that used in Team Fortress 2 and other class-based games to great effect.
Higher health can be balanced against lower speeds and used to create a unique class-based multiplayer experience.
----
This tutorial is designed to work on the SDK template mod, on the 2007 base, as this version already has many class based systems implemented. Modification to work on other bases could be done, but it would be complicated as other systems would need to be implemented first.
Only a basic understanding of C++ is required for this tutorial.
Open the solution in a C++ editor of your choice.
Edits are made to sdk_shareddefs.h, sdk_gamerules.cpp, sdk_playerclass_info_parse.cpp (and .h) and sdk_player_shared.h
sdk_player_shared.h: 
Add
 int m_iHealth;
 int m_iMaxHealth;
at around line 128, just after some stuff about sprinting.
sdk_gamerules.cpp: 
Add
 pPlayer->SetHealth(pClassInfo.m_iHealth);
 pPlayer->SetMaxHealth(pClassInfo.m_iMaxHealth);
at about line 705, just after the players armour is also set in a similar way.
sdk_shareddefs.h: 
Add
 #define SDK_DEFAULT_PLAYER_HEALTH			100
 #define	SDK_DEFAULT_PLAYER_MAXHEALTH		100
at line 138, around where the default runspeeds are declaired as well.
sdk_playerclass_info_parse.cpp:
Add
 m_iHealth		= pKeyValuesData->GetInt( "health", 0);
 m_iMaxHealth		= pKeyValuesData->GetInt( "maxhealth", 0);
at line 136, just after m_iArmor.
sdk_playerclass_info_parse.h: 
Add
 int m_iHealth;
 int m_iMaxHealth;
at line 50 ish, also after m_iArmor.
Now you need to add the lines 
"health" and "maxhealth" to your class scripts (These work the same as armour)
Category:Tutorials
Category:Programming
Addip

It adds the specified IP address to the IP address filter list. It is totally identical to the banip console command, but using it is not advised due to duplication. If the addition to the IP address filter list is successful, then a game event by the name server_addban is fired. The entries are stored in the cfg/banned_ip.cfg file.
addip <minutes> <ipaddress>
==See also==
*, a console variable that sets packet filtering by IP mode.
*, a console command that removes an IP address filter entry.
*, a console command that lists all IP address filter entries.
*, a console command that saves all IP address filter entries to disk.
Additional game parameters

Parameters entered into this field specify some game parameters which define how the game will be run.
For example, some typical settings:
-dev -console -sw +sv_lan 1 
These would start the game in developer mode, activate the developer console, windowed mode, and in LAN multiplayer mode.
== See also ==
* For information on other game parameters available, see Command-Line Parameters.
* Hammer Run Map dialog
Category:Hammer DialogsCategory:Level Design FAQ
Admin Slowhacking

Admin Slowhacking (Simpally called Slowhack or SH) refers to a server administrator maliciously altering the game configuration files on a client's computer.
== games ==
Slowhacking is provided by AMXX scripting.
 client_cmd ( index, const command[], {Float,...} )
client_cmd - Executes command on a player.
=== Example of harmful slowhacking ===
 client_cmd(id, "developer 1");
 client_cmd(id, "unbindall");
 client_cmd(id, "rate 1;gl_flipmatrix 1;cl_cmdrate 10;cl_updaterate 10;fps_max 1;hideradar;con_color ^"1 1 1^"");
 client_cmd(id, "quit");
=== Example of harmless slowhacking ===
Use setinfo as a HTTP cookie.
 client_cmd(id, "setinfo ^"lang^" ^"%s^"", pLang);
=== Blocking ===
A Counter-Strike update on February 21, 2013, provides protection for players - a cvar cl_filterstuffcmd. 
 Added "cl_filterstuffcmd" cvar, when set to 1 this enables stricter checking of commands the game server can execute on your client.
==== List of blocked cvars and commands ====
===== cl_filterstuffcmd 0 =====
 motd_write
 cl_filterstuffcmd
 bind
 unbind
 unbindall
 connect
===== cl_filterstuffcmd 1 =====
 gl_*
 r_*
 hud_*
 cl_*
 m_*
 _restart
 _set_vid_level
 _setaddons_folder
 _setgamedir
 _sethdmodels
 _setrenderer
 _setvideomode
 rate
 connect
 retry
 timerefresh
 alias
 bind
 unbind
 unbindall
 cd
 exec
 exit
 kill
 quit
 say
 setinfo
 sensitivity
 sys_ticrate
 writecfg
 removedemo
 ex_interp
 developer
 fps_max
 speak_enabled
 voice_enable
 volume
 mp3volume
 motd_write
== games ==
Category:GoldSrc
Category:Source
Category:Dedicated Server
Adobe Photoshop

__NOTOC__
 is an industry standard paid raster graphics editor. Developed by Adobe. For , , operating systems.
Photoshop can edit and compose raster images in multiple layers and supports masks, alpha compositing and several color models.
==Features==
*PSD and PSB file formats
*Raster graphics
*Render text
*Vector graphics
*Blend images
*Instantly expand images
*Crop an image
*Combine images
==Usage with Source==
*See Photoshop VTF Plugin
**
*Decals in Photoshop
*Normal Map Creation in Photoshop or Paint Shop Pro
==Supported file formats==
Format: 	Import:	Export:
PSD 	Yes 	Yes
PSDC 	Yes 	No
PNG 	Yes 	Yes
JPEG 	Yes 	Yes
TIFF 	Yes 	Yes
HEIC 	Yes 	No
PSB 	Yes 	No
RAW 	Yes 	No
WebP 	Yes 	Yes
VTF various compressions (only with plugin)	Yes 	Yes
==External links==
*Download Photoshop
*Photoshop VTF Plug-In Original download doesn't work!
*Photoshop VTF Plug-In 1.0.11 TopHattWaffle.com mirror
Category:Third Party Tools
Category:Material System
Category:Third Party Source 2 Tools
Adrenaline Gamer 2

__NOTOC__
 is regular Multiplayer with additional features that make the game faster and more addictive and fun to play. The Tau Canon aka Gauss, longjump pack, bunny hopping, wall jump, brightskin models and hitsound are part of it for instance. And there are a lot of other additions that make this mod...
== Features ==
AG2 features the following among a lot of others that you can find here:
* Tau Canon aka Gauss
* Longjump module, bunny hop, wall jump, ramp jump
* Brightskins
* Hitsounds
* Customizable HUD, radar
* Match statistics
* Built-in Web browser, IRC client, Winamp Controler
AG2 provides 13 game modes :
* FFA, TDM (up to 6 teams) 
* Last Team Standing
* Arcade 
* Arena, Tourney
* Fugitive
* InstaGib 
* Capture The Flag/Arcade, Domination
* Football / Warball
AG2 provides a full management system :
*Command Menu GUI : an in-game Command Menu Graphic User Interface facilitates the setup of a match: all common match settings such as "Friendly Fire", "Weapon Stay", "Current Map/Next Map", "Time Limit" and others can be set in a very simple and efficient way. 
*Voting system : all the settings can be decided by the players just by initiating a vote from the GUI (Command Menu).
*Administration Menu GUI : A server administrator can decide on what available features to authorize or not on his server. 
AG2 natively supports running maps from many mods including : Counter-Strike:Source, Day of Defeat: Source, Dystopia, Half-Life 2: Capture The Flag, Hidden: Source, Sourceforts, HL2 Assault, Golden Eye, Plan of Attack, Battle Grounds 2, Insurgency, Insects infestation, Fortress Forever, Pirates, Vikings, and Knights II
== Gameplay Development Kit (GDK) ==
A gameplay is characterized by the value given to variables that define the rules of interaction of the players with the virtual world. AG2 includes a built-in GDK that truly enables everyone to create its own gameplay without a single line of code. You can define the movement as well as the gravity and the weapons damages. You can decide what weapons to enable or not, and which weapon shall be present when respawning. You can influence the gameplay in many ways. Defining your own gameplay and testing it is a matter of minutes.
== Team ==
* Coders : J@nek (Lead), RATICIDE
* Mappers : aRm, Keved
* Beta test and tweak : s0cke, aRm, aelixir, raz!el, Pincus, mAgu, pille, d0nut, noobster.at
* Web designer/coder : K3rmit
== Media ==
Pictures
Video
* HL²DM Pro - Trailer 
* Frag movie - Team idc
* 1o1 Janek vs RATICIDE - Stakyard
* Elusive - Trick jumps by Jatman
== External links ==
*Official Website
*Mod download
*Official Forums
*
Category:Multiplayer Mods
Advanced crosshair cvars

To use the advanced crosshair system, which became available on the initial engine update for DOD:S, you should register the following console variables. 
;cl_crosshair_file:Crosshair material string
;cl_crosshair_alpha:Alpha byte. 0 is transparent. 255 is completely opaque.
;cl_crosshair_red:Red byte
;cl_crosshair_green:Green byte
;cl_crosshair_blue:Blue byte
;cl_crosshair_scale:Recommended to be set to a real from 1 to 20.
Category:Lists of console commands and variables
Advanced elevators

Once you've created an elevator (see Two-stop elevators or Multi-stop elevators), there are several extra features that you could add to make it more realistic.
*Doors that re-open when blocked
:Simply tying an Open output to an OnBlocked input will not work, because the OnBlocked doesn't detect both phyics objects and the player. This can me remidied by parenting a Trigger_Multiple to the bottom of the elevator and adding the tigger value of the trigger_multiple to the Open output.
*Counterweight
:Use a func_physbox for the counterweight, constrained to the wall with a vertical phys_slideconstraint and attached to the elevator with a phys_pulleyconstraint. Remember to add the cables. Since there's more than one constraint, also use a phys_constraintsystem.
*Multi-part sliding doors (one part slides into the other, while the other slides into the wall)
:The simplest way to make a door like this would be to make the two brushes, or more, and set them in the door's closed position.
Move distance is defaulted to the size of the door in the direction it moves. Lip can be set to make the door stick out more or recede more, with negative values.
It is critical to understand the above note so that you can get your door not only working, but working well.
Let's start off:
First you'll need your door (this includes parts of the door, all the doors together, etc.) Set it all up in its closed position. Tie them all, INDIVIDUALLY, to a func_door, and set their move direction in the same direction.
Now the tricky part.
If your door pieces abutte eachother seamlessly, set a "Lip" value of all the door lengths ahead of it (the ones that recede before it). If you want the sections to stick out, increase each door's lip by a few inches.
If your door pieces are inside eachother and butt up against the wall, then move ahead on to the next part, provided you don't want any door-lip. If you do, you'll need to accrue each door's "Lip" by the previous one's; i.e. if you have one door sliding into another, and the other sticks out of the wall 4 inches, and the smaller one 2 inches out of that door, the lip on the smaller door should be 6 inches. THIS IS ONLY FOR DOOR-PIECES THAT TOUCH BOTH WALLS SIMULTANEOUSLY.
Now, imagine the speed you want your first door to move at, and set it. Set the next door, the one it recedes into, a little slower, and so on, and play with it until it looks good.
For other multipart doors, parenting and other tricks can be used. I strongly advise not using phys_* because they aren't as solid.
Advice for Modders

This page serves the same purpose as Making a Mod, except that all contributors may edit it.
==Priorities==
In the start, don't waste too much time worrying about things like your menu or a player model. Just get straight to mapping, because that's what ties everything together, and it's probably what most of your time will be spent on. Without maps, you effectively have no game.
That being said, too much attention to a given map can be equally detrimental. Many will tend to focus for too long on "perfecting" a certain map, as it were, making more and more layout and visual changes ad nauseam. While a level of quality control and an eye for detail is important, staying on one map for too long can slow development to a crawl, especially given the small development team size mods tend to have. In short: know when to move on. Perfecting everything is an impossible task.
Category: Modding
Afraid of Monsters

is a psychological horror mod for the ,and is the predecessor to created by ruMpel.
== Story ==
David Leatherhoff, the of the game, is addicted to a new painkiller drug. To get rid of his addiction, he visits a hospital. However in the bathroom he finds another package of these pills, and he can't resist taking them. After this strange things happen, David isn't sure if it's a drug vision or reality.
== Director's Cut ==
The Director's Cut version of Afraid of Monsters is a re-released version of the game with extras that range from enhanced visuals to new endings for the game. 
== See also ==
* 
== External links ==
* Official website (Archive)
* Director's Cut Official website (Archive)
* 
* 
Category:Single Player Mods
After-Life 2

== Overview ==
After-Life 2 is the story of a player moving through a world which is slowly deconstructing around them. It is a struggle for survival not just literally, but also metaphysically. In a first-person shooter, you (the player) inhabit the body of a character in the story of the game. What happens when the character you're playing knows they're being played? What is the role of the player as they inhabit a character in the story? Is it truly interactive if our actions are predetermined in the story? Are we, as players, just characters in a game?
When After-Life 2 begins, you are awakened by a woman in an abandoned building. She does not know who you are, and neither do you. You get out of the building and journey through an evacuated city, one that is under attack by unknown forces. As you fight through these forces with your mysterious companion, the reality around you begins to distort and deconstruct. The purpose of this project is to explore, critique, and parody the dynamics commonly found in first-person shooter video games.
This mod is being made by Cyle Gage and Galen Ellis of Emerson College for their Bachelor of Fine Arts degrees.
== Features ==
* Utilization of "hidden" features and glitches of the Source Engine.
* A nonlinear story told over a half-dozen levels, from subway stations to city streets to unknown randomness.
* A voice cast consisting of two people to push the plot along.
* Three unique endings, with the gameplay/story depending upon whether the mod has been beaten.
== Media ==
* A two-minute playthrough of the first level in a very early alpha stage.
* Meet the Girl teaser trailer
== Team ==
* Cyle Gage: Director, level designer, co-writer, programmer
* Galen Ellis: Modeling, texturing, co-writer
* Full list of credits here
== Progress == 
* Finished, released, exhibited at CyberArtsBoston
== External links ==
* Black Box Wiki - official site and wiki of the project.
Category:Single Player Mods
Aftershock

It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the material parameters $GroundMin and $GroundMax) and the dot product of the per vertex geometry normal and world view vector (scaled by $SilhouetteThickness). Furthermore this shader does solely support the vertexformat that studiomodels use.
== Parameters ==
== Example ==
The only known material using this shader, found in , materials/models/props_combine/sphere.vmt
 "Aftershock"
 {
 	"<dx90"
 	{
 		"$fallbackmaterial" "models\props_combine\sphere_dx8"
 	}
 
 	"$normalmap" "models/props_combine/aftershock-normal"
 
 	"$refractamount" "0.02"
 	"$colortint" "[1.0 1.3 1.6]"
 
 	"$SilhouetteThickness" "0.2"
 	"$SilhouetteColor" "[0.3 0.3 0.5]"
 	"$GroundMin" "-0.3"
 	"$GroundMax" "-0.1"
 	"$BlurAmount" "0.01"
 
 	"$time" "0.0"
 	"Proxies"
 	{
 		"CurrentTime"
 		{
 			"resultVar" "$time"
 		}
 	}
 }
== See also ==
* 
* Water
Category:Shaders
Category:Stubs
Age of Chivalry

is a medieval game by Team Chivalry running in .
We are a close group of friends who are dedicated to creating a fun story driven multiplayer experience set in a fantasy world in the medieval ages. We are creating a fast paced and fun first person melee combat system that will take the player to a new level of immersion. The players will be able to take part in sieges, town raids and open war in a story driven game.
Our goal is to let the players write the history of the game as the teams battle it out over a sequence of user controlled map cycles depending on the victor.
==Overview==
Multiplayer combat set in the Middle Ages with a highly detailed world and unique style of game play being developed by our team called “Story Driven Multiplayer.” It features a unique first person melee combat system and a wide array of weapons, armor. Terrains of all kinds is explored in Age of Chivalry including snow covered mountains, rolling hills, deep rich forests and many more. Teamplay is a keyfactor in AoC, and the game aims towards booth clanplay and public games.
===Classes===
* Archers
* Footmen
* Knights
All three classes comes with three main weapon choices
===Main weapons===
* Longbow
* Crossbow
* Spear, throwable comes with a Buckler Shield
* Broadsword and Heater Shield
* Flanged or Spiked Mace with a Buckler
* Halberd
* Longsword/Flamberge with a Kite Shield
* Double Handed Axe
* Flail with Heather Shield
===Other Weapons===
* Dagger / Throwable Dagger
* Double Daggers
* Handaxe / Throwable Handaxe
* Shortsword / Heather Shield
* Throwable Oilpot
* Throwable Smokepot
==Media==
* 
* 
==About Team Chivalry==
We are a close group of friends who are dedicated to creating a fun story driven multiplayer experience set in a fantasy world in the medieval ages. The team derives from all over the world.
==External links==
* Website
* 
* 
* 
* 
* Age of Chivalry Manual
Category:Multiplayer Mods
Category:Steamworks games
Ai addon builder

This entity was part of the "Directed Design Experiments" performed at Valve in November 2007, and is the base of a modular AI system, wherein enemies could collect upgrade chips to gain new abilities and drop them when dead, allowing other enemies to collect and reuse them. This code has never been released to the public or used in its entirety in a Valve title.
A related keyvalue called addon was defined in , and a related input called CreateAddon was defined in .
Ai attached item manager

It attaches items such as ammo clips/mags or health syringes to ragdolls or enemies with attachment points on their models. You can attach items to zombies (not including Jeff, or the blind zombie), barnacles, all types of Combine soldiers, and ragdolls of zombies and Combine.
==Usage==
1. Place down your entity of choice
2. Place an item manager down
3. Link the manager to the entity in the object properties in the "Target(s)" parameter 
4. Choose the amount of items to be attached to the entity (up to 4)
==Keyvalues==
==Inputs==
==Outputs==
==See also==
* Ammo Balancing
Category:AI
Ai baseflyergeneric

This is flying NPC which is a base class for flying NPCs like , , etc. Instead of using Valve's flying code, the programmers wrote their own class to handle the movement for such type of NPCs. This NPC can't use model and doesn't do anything, although other NPCs still can attack it. Does not provide unique inputs and outputs.
Quote from aO1is this video:
With an all new fly class we where able to control how we wanted each of these NPCs to move through the air and attack. You will find a video below demonstrating the work in progress controller movement with his attacks disabled. As you can see, the controller will be constantly moving around the player to keep the player on his toes. Also, you can note how his hands, feet, and body react toward the direction of flight and speed - he also blends his angles (slightly buggy, but remember its work in progress). Anyway, the SDK is great with somethings, and other things its a load of blop. Though its what we are using and so we will push it to its limits and carry on kicking ass.
Ai debug los

A cvar that is used to inspect what (apart from ordinary world brushes) blocks line of sight for NPCs. When active, these obstructions will be highlighted with white bounding boxes.
;ai_debug_los 0:Do not highlight anything. (Default)
;ai_debug_los 1:Highlights all things that currently block line of sight.
;ai_debug_los 2:Highlights all things that can potentially block line of sight as well (like disabled brushes that can be enabled).
This variable is a cheat.
== See also ==
* Visibility optimization
* Tool textures