nyuuzyou/wikis huggingface dataset:
Water (shader)

It creates water that realistically reflects and refracts the world, and that can flow throughout a map.
== Special behaviour ==
; Expensive and cheap
: Water materials fall into two groups: expensive and cheap. Expensive water reflects and refracts the world in real-time, while cheap water uses an and does not refract. Users can disable expensive water rendering through their video options, so always place entities throughout a map.
; Above and below
: Water actually requires two materials: one for above the surface and one for below. These materials are independent of each other, but for proper effect need to correlate in most areas.
; Flow Mapping
: Water can flow in arbitrary directions. It's very tricky to create a flow map by hand however, and the tool Valve used internally hasn't been released.
== Shader parameters ==
=== Textures ===
=== Fog ===
=== Reflection ===
===Refraction===
; 
=== Flowing water ===
; $scroll1 "[<normal X> <normal Y>]" 
; $scroll2 "[<normal X> <normal Y>]" 
: If $scroll1 is defined and X is not zero, two more instances of the normal map will be drawn in such a way that they are merged together. The first layer is 7x larger and rotated 45°; the second is 2x larger and rotated 90°. The parameters specify the speed and direction that the extra layers will move. (Valve's materials usually contain a third number, but it doesn't have any apparent effect and is most likely obsolete.)
==== Flow maps ====
 
==== Basetexture Flow ====
==== Authoring a flow map ====
Overall, trying to create a flow map manually is a nightmare. Painting the flow map, fitting it into the world, and painting foam, is extremely difficult.
But if you do want to give it a try, flow direction is read from the red and green channels of the flow map. 50% tone means no movement.
The texture scale of any faces using a water texture with a flow map appear to have a direct correlation on the flow map. The fewer water faces or planes you use the easier the process of authoring a custom flow map will be (selecting all of your water faces and using 'treat as one' when using the fit scaling may also be an option)
; Red channel
: X axis
; Green channel
: Y axis
; Alpha channel
: Controls $basetexture blending from onwards.
; There are now tools to assist in painting flowmaps.
: Flow field editor from algoholic.eu : http://algoholic.eu/another-flow-field-editor-update/ 
: Flowmap generator (paid): http://www.superpositiongames.com/products/flowmap-generator
: Creating flowmaps using Houdini (UDK) : https://www.dropbox.com/s/ii2x077vj64lyhl/Water%20Flow%20For%20UDK.pdf 
=== Other ===
; WaterLOD proxy
: This connects the water_lod_control entity in a level to the water’s internal parameters. This must be declared in the material for the LOD mechanisms to work properly.
== See also ==
* Adding Water (in Hammer)
* Creating a Waterfall Material
* Making a wall of water
* True reflections under CSS
Category:Water
Weapon 357 (GoldSrc)

A magnum based off the . The weapon can hold 6 rounds of bullets and up to 42 bullets can be carried (including six loaded into the weapon) A box of bullets can be placed with .
==Key Values==
==Flags==
==Gallery==
File:V_357_goldsrc_hd_2.png|Viewmodel from the HD Pack.
File:W_357_goldsrc_2.png|Worldmodel.
File:W_357_goldsrc_hd_2.png|Ditto, HD pack.
Category:Half-LifeW357
Weapon 9mmAR (GoldSrc)

The weapon can hold 50 rounds and up to 300 rounds can be carried (including a round into the weapon), and 10 20mm grenades. A box of bullets can be placed with .
==Key Values==
==Flags==
==Gallery==
File:V_9mmAR_goldsrc_hd_2.png|Viewmodel from the HD Pack, which replaces it with the Colt Model 727.
File:W_9mmAR_goldsrc_2.png|Worldmodel.
File:W_9mmAR_goldsrc_hd_2.png|link=|Ditto, HD Pack.
Category:Half-LifeW9
Weapon Prediction

Weapons in the can be 'predicted', which in this context means that the game expects effects and temporary entities to be generated on the client-side (i.e. the client will predict them). While weapon prediction is turned on for a player, the server will suppress any temporary entities or other special effects which are created during that player's simulation tick, and not transmit them to the client, in the expectation that the client has already accurately predicted and created these effects.
==Where it doesn't work==
If your client doesn't have sufficient knowledge about the world to accurately predict effects, weapon prediction will not work - typically you'll find effects not appearing on the client when they should.In particular, if the effect is triggered or relies on a server event, the client will not be able to predict it. Also bear in mind that the effect creation code will have to exist client-side (in the client DLL)!
==Toggling weapon prediction==
In CBasePlayer (dlls/player.cpp) there is a simple boolean flag, m_bPredictWeapons. By default this is set to true, meaning that server weapon effects will be suppressed during the CBasePlayer::PhysicsSimulate call. GetSuppressHost() will return a pointer to the CBasePlayer during this time, and NULL normally (when no effect suppression is going on).
==Examples==
Category:Source
Weapon Respawn Fix

== Introduction ==
When weapons are not placed correctly by level designers (i.e. when their bounding boxes intersect other entities or world geometry), they will respawn at an incorrect place on the map after being picked up by players. In most cases, the weapon will instead respawn at 0 0 0 on the map, and will continue on in a perpetual loop of falling, waiting, respawning and falling again. Fortunately, the fix for this extremely common bug is very simple.
== Requirements ==
*Using the latest multiplayer OB SDK code
== Solution ==
Open game/shared/hl2mp/weapon_hl2mpbase.h and change this block:
#ifdef GAME_DLL
	DECLARE_DATADESC();
	void Materialize( void );
	virtual	int	ObjectCaps( void );
#endif
such that it becomes:
#ifdef GAME_DLL
	DECLARE_DATADESC();
	void Materialize( void );
	virtual	int	ObjectCaps( void );
	virtual void	FallThink( void );						// make the weapon fall to the ground after spawning
#endif
Now, edit game/shared/hl2mp/weapon_hl2mpbase.cpp and in CWeaponHL2MPBase::FallInit( void ), change:
	SetThink(&CBaseCombatWeapon::FallThink);
to:
	SetThink(&CWeaponHL2MPBase::FallThink);
Add the following block below CWeaponHL2MPBase::FallInit( void ):
#ifdef GAME_DLL
void CWeaponHL2MPBase::FallThink(void)
{
	// Prevent the common HL2DM weapon respawn bug from happening
	// When a weapon is spawned, the following chain of events occurs:
	// - Spawn() is called (duh), which then calls FallInit()
	// - FallInit() is called, and prepares the weapon's 'Think' function (CBaseCombatWeapon::FallThink())
	// - FallThink() is called, and performs several checks before deciding whether the weapon should Materialize()
	// - Materialize() is called (the HL2DM version above), which sets the weapon's respawn location.
	// The problem occurs when a weapon isn't placed properly by a level designer.
	// If the weapon is unable to move from its location (e.g. if its bounding box is halfway inside a wall), Materialize() never gets called.
	// Since Materialize() never gets called, the weapon's respawn location is never set, so if a person picks it up, it respawns forever at
	// 0 0 0 on the map (infinite loop of fall, wait, respawn, not nice at all for performance and bandwidth!)
	if ( HasSpawnFlags( SF_NORESPAWN ) == false )
	{
		if ( GetOriginalSpawnOrigin() == vec3_origin )
		{
			m_vOriginalSpawnOrigin = GetAbsOrigin();
			m_vOriginalSpawnAngles = GetAbsAngles();
		}
	}
	return BaseClass::FallThink();
}
#endif // GAME_DLL
And that's really all there is to it - incorrectly placed weapons should now respawn at their correct locations, instead of some awkward location on the map.
Category:Programming
Weapon alyxgun

thumb|250px|right
==Entity description==
Alyx's gun. It is not intended to be used; however, it can be used in Half-Life 2 single player by using the command give weapon_alyxgun with the convar sv_cheats set to 1. It is apparently a burst-fire pistol, capable of switching to single shot mode, with considerable strength. 
There is no player view model. When used by the player, the weapon is capable of firing in a fully automatic mode. The model the player sees when wielding it is the worldmodel of the gun, hovering in front of them. Other instances result in a giant "ERROR" placeholder model hovering in front of the player, or the gun appearing in a vertical position next to the player's 'head'. 
The Alyxgun has its own unique ammo type. It can be wielded both by Alyx, and by citizens. According the animations of its model, it also has the potential to be folded out into a submachine gun and a rifle. Do not use without altering the code to repair it.
==Dedicated Console Variables==
;sk_plr_dmg_alyxgun <int>
: Damage done to players.
;sk_npc_dmg_alyxgun <int>
: Damage done to NPCs.
;sk_max_alyxgun <int>
: Size of clip. By default in the game this is 30 rounds.
A
Weapon annabelle

right|thumb|500px
==Entity description==
Grigori's shotgun. Modeled after the Winchester Model 1886, it requires a clean headshot to do any damage. As evidenced by the "ERROR: Shotgun reload called incorrectly!" message in the console, the code is also unsuitable for player use without fixing.
It's not intended for use by the player. When wielded by the player, this uses the viewmodel of the normal shotgun.
	
However the behavior of the weapon is not uniform with that of the regular shotgun - only two shells are loaded into the gun at a time, and the ammo is limited as well. Lastly, the cooldown is much longer for this weapon.
It holds two .357 Magnum rounds in the chamber at a time.
Before picked up, Annabelle follows all physics rules as if it were a prop_physics.
A
Weapon ar2

thumb|250px|right
==Entity description==
An Overwatch pulse rifle. When picked up, the player is given 30 pulses. Up to 90 pulses and three alt-fire orbs can be carried (including 30 loaded into the weapon). A clip of pulses can be placed in a map with the or the entity, while orbs can be placed with . 
Before being picked up, the rifle also follows all physics rules as if it were a .
Category:Half-Life 2 Entities
A
Weapon assault rifle

right | 300px
 In its primary clip it can load up to 45 bullets into the active magasin at a time with an additional maximum of 330 bullets to be carried at the side and uses magasin ammo of item_ammo_ar. For its secondary magasin of explosive grenades it uses item_ammo_ar_grenade and can hold up to 3 grenades at once. See SiN Episodes Weapons for more information about this weapon.
__TOC__
Category: Sin Episodes WeaponsCategory: Sin Episodes
Weapon axe

Apart from its model, its HUD icons and its damage values, it is identical to weapon_melee.
== Entity Description ==
Players can only pick this entity up if and are set. This is the case in .
The primary attack is similar to a knife swing, but with other damage values. Hitting an enemy emits the same sound as hitting an enemy with the secondary attack of weapon_knife.
The secondary attack throws this weapon. It damages players if it has a high velocity.
Damage 	unarmored	armored
normal 	24 (20)* 	20 (17)*
from behind	40 (40)* 	34 (34)*
thrown 	60 	30
* consecutive swings
== FGD Code ==
Weapon breachcharge

==Entity Description== 
The primary attack (+attack) throws a breachcharge_projectile. It sticks to solid brushes, func_physboxes, props and players and plays a unique sound when doing so.
The secondary attack (+attack2) lets all projectiles that have landed emit a beeping sound and detonates them after a fuse time. The bigger the distance between a breachcharge projectile and the triggering player, the longer the delay between triggering and explosion. Projectiles in mid-air will behave as if they will be triggered immediately after landing.
Every projectile can be picked up again with +use by the player with the corresponding breachcharge item, even if already triggered or still in mid-air. If a player has a breachcharge equipped, he can identify the corresponding projectiles in a certain range by a yellow-black skull shown at their positions (also through walls).
==Related Console Commands==
Command 	Desecription
ammo_grenade_limit_breachcharge	Default value is 3.
mp_death_drop_breachcharge 	Whether or not players drop their breachcharge on death. Default value is 1.
sv_breachcharge_arm_delay 	Default value is 0.
sv_breachcharge_delay_max 	Default value is 0.8.
sv_breachcharge_delay_min 	Default value is 0.
sv_breachcharge_distance_max 	Default value is 1200.
sv_breachcharge_distance_min 	Default value is 600.
sv_breachcharge_fuse_max 	Default value is 1.0.
sv_breachcharge_fuse_min 	Default value is 0.7.
S
Weapon brickbat

This unfinished weapon was scrapped before Half-Life 2 was finally released. Left-over Half-Life 2 source code shows that there were to be two ammo types for this weapon: a rock and a beer bottle. The source code shows that there was originally to be a view model for each throwing item. At least three models are missing for this weapon.
It is also in the source code commented that the ammo-handling code was 'a bit bogus', and needed a real solution if the brickbats were going to live to be released in Half-Life 2. The code was obviously not improved enough to make it.
In the beta files, the Brickbat was essentially just the player's hands which were used to throw various heavy objects. These included: rocks, bottles, heads, and fast headcrabs. The Brickbat's code was used as the base for the molotov cocktail weapon before both weapons were cut from the final release.
Category:Entities
Weapon bugbait

thumb|right|150px|World model used before picking up, and when thrown.
Bugbait used to command antlions if "Antlions are player's allies" global state is set with env_global or logic_auto. Primary fire throws the bugbait ordering antlions to move to its landing spot, while secondary fire calls them back towards the player. Player gets an infinite amount of them.
Before it is picked up, the pheropod follows all physics rules as if it were a prop_physics.
To detect when the player uses this entity, see point_bugbait.
Category:Half-Life 2 Entities
B
Weapon bumpmine

==Entity Description== 
The primary attack (+attack) throws a bumpmine_projectile. It sticks to solid brushes, func_physboxes, props and players and plays a unique sound when doing so.
Every projectile can be picked up again with +use by the player.
==Related Console Commands==
Command 	Desecription
ammo_grenade_limit_bumpmine	Default value is 3.
sv_bumpmine_arm_delay 	Default value is 0.3
sv_bumpmine_detonate_delay 	Default value is 0.25.
S
Weapon c4

thumb|right|230px| models/weapons/w_c4.mdl
==Entity Description==
Represents the bomb used in defusal maps.
* By default, this entity is automatically given to one player on the Terrorists' team at the beginning of each round in the classic game modes and in if there is at least one func_bomb_target.
* entities fire outputs in response to this entity.
* When this entity is planted, it becomes an active entity that will explode after a certain number of seconds, which is read from the ConVar mp_c4timer. This fuse time cannot be manipulated, whereas has the input ActivateSetTimerLength.
** If the current game mode is and mp_anyone_can_pickup_c4 is not 0, then the C4 timer is instead hard coded to 9999 seconds (2 hours, 46 minutes, 39 seconds) and the exploding bomb will not end the round. Also, CTs cannot +use it, so they cannot defuse it.
==Related Console Variables==
Here are the related C4 console commands. All commands except are not available in .
ConVar 	Default	Description
mp_anyone_can_pickup_c4	0 	Determines whether anyone or just Ts can pickup this entity. If set, CTs can pickup and plant the bomb.
mp_c4_cannot_be_defused	0 	Determines whether planted C4 can be defused when planted or not.
mp_c4timer 	40, 45	The duration in seconds between planting the bomb and its explosion. Minimum value is 10. Maximum value is 90.
mp_death_drop_c4 	1 	Determines whether a player carrying this entity will drop it on death.
mp_give_player_c4 	1 	Determines whether one terrorist is given this entity at round start, assuming that there exists a .
mp_plant_c4_anywhere 	0 	Determines whether this entity can be planted anywhere on the map or only inside .
== FGD Code ==
 This code belongs to Counter-Strike Global Offensive/bin/csgo.fgd.
Weapon citizenpackage

right|thumb|200px
==Entity description==
This is food package for citizens. Only place where citizens are observed receiving these food packages is map d1_trainstation_02 in trainstation building.
Not intended to be picked up by player. Use for scripted sequences only.
Before it is picked up, the package also follows all physics rules as if it were a prop_physics.
Category:Half-Life 2 Entities
Weapon crossbow (GoldSrc)

The weapon can hold 5 bolts and up to 55 bolts can be carried (including a round into the weapon). A box of bullets can be placed with .
==Key Values==
: *0 : Normal (flat)
: *1 : Realistic (tilted)
==Flags==
==Gallery==
File:V_crossbow_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_crossbow_goldsrc.png|Worldmodel.
File:W_crossbow_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWc
Weapon crowbar (GoldSrc)

Spawns the Crowbar. In a deathmatch game, the weapon respawns 20 seconds after being collected.
==Key Values==
==Flags==
==Gallery==
File:V_crowbar_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_crowbar_goldsrc.png|Worldmodel.
File:W_crowbar_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWc
Weapon cubemap

This entity gives the player a set of spheres , each with different reflective surfaces. It is used for checking cubemaps.
The commands to get it (typed into the console) are either or .
These commands are considered cheats, meaning that must be enabled for them to work.
You can switch to this weapon (after having received it) by typing .
== Workarounds ==
If your game does not have weapon_cubemap, rifle scopes could be used, such as the hunting rifle in , the AWP in or the crossbow in , as alternatives.
Community mods have been made to implement it into games that do not support it natively:
* : Create a VScript file named inside , paste in the following code and then type script_execute weapon_cubemap and switch to melee.
::
local player = GetListenServerHost()
local cubemap = "models/shadertest/envballs.mdl"
PrecacheModel(cubemap)
for (local i = 0; i < 8; i++)
{
 local weapon = NetProps.GetPropEntityArray(player, "m_hMyWeapons", i)
 if (weapon && weapon.GetSlot() == 2)
		weapon.SetCustomViewModel(cubemap)
}
* Counter-Strike: Global Offensive: Tutorial by TopHattWaffle and Zool Smith
* Left 4 Dead 2: Tutorial by MrFunreal
* Weapon_Cubemap (Dev Tool): A simple replacement for the assassin glock by Jofoyo
== FGD Code ==
@PointClass base(Weapon,Targetname, Parentname) studio("models/shadertest/envballs.mdl") = weapon_cubemap : "Cubemap preview spheres"[]
Category:Cubemaps
Category:Level Design
Category:Weapons
Weapon decoy

==Description==
When landed and fully stopped, it imitates the sounds of the primary weapon that the thrower had equipped when throwing. If the thrower had no primary weapon, their secondary weapon (i.e. their pistol) is used. If they had no such weapon, weapon_glock for Terrorists or weapon_hkp2000 for CTs is used.
While playing sounds, there is an indicator on the thrower's team's radar where the decoy landed.
After about 15 seconds, it explodes, dealing approximately up to 10 damage to unarmored and up to 4 damage to armored players within a small exposion radius.
If the absolute value of the ConVar ff_damage_decoy_explosion is smaller than 1, team damage by decoys is disabled. Its default value is 0, as the team damage had occasionally been abused in competitive matches to get teammates kicked.
Weapon disc (GoldSrc)

This is the standard Ricochet disc. Normally you wouldn't need to use this entity at all, as the player starts with discs and cannot normally lose them. If you are experimenting with alternate forms of gameplay and use the entity to remove the player's discs, you'll need to provide weapon_disc entities if you wish to re-enable his weapons.
==Key Values==
This item doesnt have Key Values.
Weapon egon (GoldSrc)

The Gluon Gun fires a constant vortex of spiralling energy beams capable of destroying anything that it connects with in seconds. The beam deals massive damage with considerable radial damage at the point of impact and is highly accurate at long range. This can be replenished by .
==Key Values==
==Flags==
==Gallery==
File:V_egon_goldsrc_hd.png||Viewmodel from the HD Pack.
File:W_egon_goldsrc.png|Worldmodel.
File:W_egon_goldsrc_back.png|Ditto, back side.
File:W_egon_goldsrc_hd.png|Worldmodel, HD Pack.
File:W_egon_goldsrc_hd_back.png|Ditto, back side.
Category:Half-LifeWe
Weapon fists

__TOC__
= Counter-Strike: Global Offensive =
== Entity Description ==
The command works only if and game_mode 0 are set. This is the case in .
Players cannot this entity. Furthermore, it is not possible to have this entity in a dropped state, especially because there is no model for it. Trying crashes the game.
The primary attack is a fast, weak punch.
The secondary attack is a slow, hard punch. If a player is hit by this attack, he s his current weapon.
{| class="wikitable"	Damage	unarmored	armored
primary attack 	15 	7 	
secondary attack	30 	15 	
= SMOD: Redux =
Entity placed before suit pickup.
Category:Weapons
Category:SMOD: Redux Weapons
F
Weapon flaregun

weapon_flaregun is a cut point entity from the Half-Life 2 series.
==Introduction==
The remnants of its code can be seen in hl2_dll\weapon_flaregun.cpp, which also defines env_flare. The weapon was originally, as its name suggests, intended as a handheld flare-firing device that sets objects and NPCs on fire. Its code briefly defines basic Precache, PrimaryAttack, and SecondaryAttack methods.
Flares are fired briefly in Route Kanal, but there is no gun to go along with them.
Category:Cut Weapons
Weapon flashbang

thumb|120px|The Flashbang in CS:S.
== Entity description ==
When thrown, this entity "becomes" a flashbang_projectile.
Flashbangs explode after a fixed duration after being thrown, blinding and deafening every player that sees the explosion.
Affected players have a white screen, an after-image and hear nothing but a ringing sound.
The strength and duration until fadeout of the effects depend highly on the angle between the player's orientation and the explosion and also on the distance between them and the explosion.
Weapon frag

The game's frag grenade. 
thumb|right|175px|weapon_frag in HL2
A frag grenade. When first picked up, the player is given one grenade. Up to 5 grenades can be carried (including one carried by the player). In all players spawn with two grenades.
A live grenade can be placed into a map with npc_grenade_frag.
Before it is picked up, the grenade also follows all physics rules as if it were a prop_physics.
== See also ==
* and 
Category:Half-Life 2 Entities
F
Category:Day of Defeat: Source Entities
F
Weapon gascan

== Outputs ==
File:Props junk-gascan001a.jpg | (skin 0)
File:Props junk-gascan001a-skin1.jpg | (skin 1)
File:Props junk-gascan001a-skin2.jpg | (skin 2)
File:Props junk-gascan001a-skin3.jpg | (skin 3)
== See also ==
* weapon_gascan_spawn
* prop_physics
Weapon gauss (GoldSrc)

The Tau Cannon fires beams of Tau particles. The weapon has two different fire modes. The first shoots tau particles semi-automatically, visible as yellow beams in the air. The alt-fire mode charges up the weapon to fire more powerful white-hot beams. This can be replenished by .
==Key Values==
==Flags==
==Gallery==
File:V_gauss_goldsrc_hd.png|Viewmodel from the HD Pack.
File:W_gauss_goldsrc.png|Worldmodel.
File:W_gauss_goldsrc_hd.png|Ditto, HD Pack.
Category:Half-LifeWg