nyuuzyou/wikis huggingface dataset:
Flag

A Flag (bitmask or mask) is a boolean value that is stored within a large variable. This is advantageous because the smallest amount of memory that a program can allocate is 1 byte (or 8 bits), but a boolean only strictly needs 1 bit. If you have a lot of booleans to store, flags are eight times more efficient than the dedicated bool type.
Entities in Source commonly use the following flag types:
* Spawn flags - SF_ defined in each entity's .cpp file
* Behavior flags - FL_ flags defined in 
* Effect flags - EF_ flags defined in 
* Entity flags (aka EFlags) - EFL_ flags defined in 
==Creation==
Flags are typically defined as an enum like this:
enum MyFlags_t
{
 FL_MYFLAG = 1 << 0,
 FL_MYFLAG = 1 << 1,
 FL_MYFLAG = 1 << 2,
 // etc.
};
This is the same as:
enum MyFlags_t
{
 FL_MYFLAG = 1,
 FL_MYFLAG = 2,
 FL_MYFLAG = 4,
 // etc.
};
Older code uses the preprocessor to define flags, although this should be avoided as it is not strongly typed:
#define FL_MYFLAG 1<<0
#define FL_MYFLAG 1<<1
#define FL_MYFLAG 1<<2
// etc.
==Usage==
Flags should be managed through Source's dedicated functions, never directly. There are several different types of flags and each has its own set of functions, but they all follow the same naming pattern:
*Add<*>Flags()
*Remove<*>Flags()
*Clear<*>Flags()
*Has<*>Flags() (sometimes Is<*>FlagSet())
These are the functions to call for common flag types:
 	Prefix	Add 	Remove 	Check 	Clear 	Get All 	Internal Field
Spawn Flags 	SF_ 	AddSpawnFlags	RemoveSpawnFlags	HasSpawnFlags 	ClearSpawnFlags	GetSpawnFlags	m_spawnflags
Behavior Flags	FL_ 	AddFlag 	RemoveFlag 	N/A 	ClearFlags 	GetFlags 	m_fFlags
Effect Flags 	EF_ 	AddEffects 	RemoveEffects 	IsEffectActive	ClearEffects 	GetEffects 	m_fEffects
EFlags 	EFL_ 	AddEFlags 	RemoveEFlags 	IsEFlagSet 	N/A 	GetEFlags 	m_iEFlags
To operate on several flags at once you must use the bitwise operators &, | and ^ - the same as the normal boolean operators, but with only one character.
For instance:
if ( HasSpawnFlags(SF_CITIZEN_MEDIC | SF_CITIZEN_NOT_COMMANDABLE) )
	...
==Flags in Hammer==
Flags appear in object properties in Valve Hammer Editor. Different objects will have different flags available. A flag appears as a checkbox, meaning each flag can be either on or off. You can also access flags as a keyvalue, spawnflags. That's what the flags actually are; a specific number determined by the combination of flags that are checked. 
Category:Flags
Flanders Fields

Flanders Fields is a themed, team-based combat modification for Half-Life 2.
The mod looks at battles throughout the war on the Western Front. From the mining town of Loos in 1915, to the bloodbath of Paschendaele, Flanders Fields aims to capture the reality of war in the trenches, all the while giving a good, solid gaming experience to hardcore wargamers and casual players alike.
==More Information==
* Official Site (dead) archived version
*
Flesh

== Overview ==
Flesh is a stealth-based survival horror adventure for Half-Life 2.
== Features ==
*No fighting, no weapons
*Third person view
*"Sightjacking"
*Heavy emphasis on puzzles, exploring and telling a story.
*5 levels
== Team ==
Flesh HL2 development group, lead by Henri Tervapuro (under the pen name Leon Kilean).
== Modification Future ==
Henri is currently working on a mod update, featuring configurable keys, subtitles and bug fixes.
== External links ==
*Official site
*
*
Flexes with 3DS Max

This article contains supplemental notes to Cannonfodder's tutorial on how to create facial animations with VTA files using 3DS Max.
=Cannonfodder's tutorial=
For the procedure of creating the morph targets, follow Cannonfodder's step-by-step tutorial on HL2World.com. Also, as this article focuses on using 3DS Max for modeling, you are going to need Cannonfodder's 3DS Max Tools.
==Notes==
Cannonfodder's tutorial will take you through the steps of creating the morph targets, exporting them to VTA files and setting up the .QC file of the model. But when going through his tutorial I have noticed a pair of limitations/oddities that the tutorial reader should keep in mind:
===Size===
Remember to keep whatever you want to flex animate at a reasonable size. For some reason the vertex animation will not work properly with meshes over a certain size; it will only randomly crumble the mesh. I do not know exactly at what mesh size this occurs, but my guess is that the safest mesh size is that of a human head fitting Valve's scale of a human being 72 units tall in 3DS Max.
===Smoothing groups===
For some reason, any flex animated mesh also has its smoothing groups reset when compiled, resulting in an all-smooth mesh. This means that you cannot have multiple smoothing groups on a mesh that uses vertex animation. It is possible, however, to divide your entire mesh into multiple seperate meshes that all use the same bones in the Skin modifier and still export it as a single .SMD reference.
=In short=
Separate a humanoid's head from its body, so they are both kept as individual objects/meshes still assigned to the same bones. It is then possible to add smoothing groups to the body, while only the head's smoothing groups will be reset and limited to one. This will obviously cut the head of a humanoid from its body, so these cut seams should be concealed wherever possible (for instance by the collar of a shirt).
Category:3DS Max
Fling

Category:Portal
Category:Portal 2 Level Design
Flinging is a basic movement skill in . The player converts a downwards kinetic energy from gravity of either themselves or an object to the same energy directed straight up, horizontally or diagonally. This skill is performed by placing a portal on a surface far below the the player and another portal facing the intended direction of movement. The player then falls into the first portal, accelerating due to gravity. As momentum is conserved between portals, the player is then "flung" out of the second portal at the velocity they reached accelerating downwards.
However, there are major differences in how these are handled in each game.
===Air Control===
In , the player can airstrafe during a fling to bend their flying arc, in a similar manner to the Demoman or the Soldier in . It is possible to enter a floor portal diagonally while crouched to perform special flings and to fling crouched to reach higher places.
Since , there is little to no air control; it is kept to a slight bending and as such can be predicted accurately or be a result of a prediction. It is no longer possible to crouch-jump into a portal—entering into a portal crouched makes no difference, but flinging diagonally is still a possible move if the portal is placed on a diagonal surface or the player enters the portal diagonally.
Portal 2 introduces the Aerial Faith Plate, which acts similarly to a fling, using a instead of a pair of portals. It is used extensively in places in which the level designer wants to make the player land on a small area, keeping the "random factor" deaths to a minimum. Debugging tools are available through the and commands to visualize predicted flinging arcs from a trigger_catapult.
===Physical Props===
Props like cubes are handled differently in Portal and in Portal 2.
In , it uses about the same system as the gravity gun, as the handled prop keeps a lot of its physical properties. Also, it is possible to get killed by colliding with a speeding prop or by flinging into an immobile prop.
Since , some of the physical properties of the handled prop are sacrificed to allow the player to fling with those props without too much of a problem. The player takes no damage from physical interaction with props.
Flowing water

----
This method has been obsoleted by $scroll1 and $flowmap.
----
#Use GCFScape to extract "root\cstrike\materials\models\props\CS_militia\river01.vtf" from "cstrike_pak_dir.vpk"
#Place this file in your "<game>/materials/flow" directory and then restart Hammer and/or the Source SDK.
#Create a .VMT file called "flow" in the same directory and paste the following inside it:
"LightmappedGeneric"
{
	"$basetexture"	"flow/river01"
	"$translucent"	1
	"$nocull"	1
 	"$decal"	1
	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar" "$baseTextureTransform"
			"texturescrollrate" .15
			"texturescrollangle" 270.00
		}
	}
}
== Straight ==
#Create your water geometry and give it a nice water material.
#Copy all of your water geometry and place this copy one unit above and away from the original geometry.
#Texture the surface of this new geometry in the new "flow" material.
#Adjust the scale and shift to conform with the edges of the water.
#Compile.
== Corners & turns ==
#Create your water geometry and give it a nice water material.
#Copy all of your water geometry and place this copy one unit above and away from the original geometry.
#Cut this copy into shapes of the correct dimensions for sewing ( 64 x 128 x 256 512 x 1024 x 2048 x etc depending how wide your river is go to the nearest value).
#Texture the surface of this new geometry in the new "flow" material (we will call this textured face "face x").
#Using the "Texture Application Box" make the top "face x" a displacement (the higher the power, the more power you have to pinpoint turns).
#Use "Paint Geometry" with the axis set to either X or Y axis and move the edges of the water flow to match up with the original waters boarder/containment.
#Make use of the "sew" tool to keep all the flowing-water displacements connected. Make sure when you are finished the geometry of the water-flow, to align the texture on each of the cuts so it flows correctly and consistent with the flowing animation.
#Compile.
== Troubleshooting and notes ==
*To distribute a map using this method you should include the "river01.vtf" and "flow.vmt" files in the BSP using a program such as Bspzip, or distribute a .RES file with the map (zipping is more reliable).
*If the water appears to be flowing upstream (i.e. in the wrong direction), set the texture's rotation to 180.
*For extra realism particle, splash and sound effects will be required. The env_embers entity can be used to simulate a splash effect.
== See also ==
*Water
*Alpha channel
*Creating a Material
*Creating Decals
*Half-Life 2 Shader Fallbacks
*Shader Types and Parameters
== External links ==
*Creating Scrolling materials
*Interlopers.net Waterfalls Tutorial - A similar method for creating flowing water.
Category:Level_Design
Fmod manager.h

#ifndef FMOD_MANAGER_H
#define FMOD_MANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "fmod.hpp"
class CFMODManager
{
public:
	CFMODManager();
	~CFMODManager();
 
	void InitFMOD();
	void ExitFMOD();
	void FadeThink();
	bool IsSoundPlaying( const char* pathToFileFromSoundsFolder );
	void PlayAmbientSound( const char* pathToFileFromSoundsFolder, bool fadeIn );
	void StopAmbientSound( bool fadeOut );
	void TransitionAmbientSounds( const char* pathToFileFromSoundsFolder );
private:
	const char* GetFullPathToSound( const char* pathToFileFromModFolder );
	const char* GetCurrentSoundName( void );
	const char* currentSound;
	const char* newSoundFileToTransitionTo;
	bool m_bShouldTransition;
	bool m_bFadeIn;
	bool m_bFadeOut;
	float m_fFadeDelay;
};
 
extern CFMODManager* FMODManager();
 
#endif //FMOD_MANAGER_H
==See also==
*Fmod manager.cpp
Category:Programming
Fog Basics

Add an point entity to your level. For basic fog, you need to set the Fog Enable to "Yes", change the Primary Fog Color to the color of the fog you want. Set the Fog Start and Fog End values to a distance in world units for how far away the fog will render. The Fog Start distance is how far away the fog will appear from the player, and Fog End is the distance the fog will appear totally opaque.
Fog Blend, Primary Fog Color and Secondary Fog Color allow you to change the color of the fog depending on the direction that the player is facing. Create a entity, set the primary fog color to red, the secondary color to blue, and keep the fog direction as (i.e. East aka Right aka 0 degrees). In-game, the player will see red fog when they look east, blue fog when they look west, and purple fog if they look north or south.
Far Z clip plane – this setting is used for optimizing your map. Anything beyond this distance (in world units) will not be rendered. It is recommended to keep this number higher than your Fog End value.
Category:Level Design FAQCategory:Tutorials
Fog tutorial

When you have fog in your map, you will most likely run into the problem that, while the geometry and models get affected by the fog, the skybox will not. You have several ways of fixing this.
==Matching Fog Settings with the Skybox==
For good looking fog, you'll need to match the fog colors with the skybox colors. You can always fall back on the settings Valve used in their official maps. 
For our example, we'll be using sky_day02_10. If you're using this skybox, your env_fog_controller settings would need to be set like this.
Primary fog color: 176 192 202
Secondary fog color: 206 216 222
The settings above were used for the bridge section of Highway 17.
==Alternate Method using tools/toolsblack==
Alternatively, you can change the skybox brushes to the tools/toolsblack texture. The sky will no longer be visible, allowing your fog settings to color the sky. 
==Creating a Custom Skybox Texture==
Understanding the creation of 2D skyboxes is important. A more in-depth tutorial on creating one is available here.
Much like a regular skybox, you'll want to create six UnlitGeneric textures, each named corresponding to their direction. Leave off the $nofog parameter, however. This allows the fog to overdraw the skybox, without the need for it blending in.
==See also==
* Dust, Fog, & Smoke
Category:Level Design
Category:Tutorials
Category:Abstract Mapping
Category:Fog
Fog volume

It's also in and . It controls fog and other visual cinematic elements within its volume. It is necessary to have at least one in order for (a master) to take effect in the .
__NOTOC__
== Keyvalues ==
}
==Inputs==
==See also==
*Color Correction
* (entity)
*
*
==External links==
*L4D Art Direction, Part 1: Filmic Effects - Valve blog post regarding film effects in Left 4 Dead.
* Changing fog in multiplayer game with Source 2007 - Steam forum.
Folderinfo.bns

folderinfo.bns is a script file.
You can find one inside the scripts/challenges and scripts/advanced_chambers folders in portal_content.gcf
It's a pretty useful file if you want to make/customize your own BonusMap package.
== Script sample ==
"Package_Name"
{
	"image"		"Folder_Name/TextureName"
	"comment"	"This map pack is the best one"
	"lock"		"0"
}
Package_Name : the name of your package, that's will be displayed on the bonus map selection menu with 'Challange' and 'Advanced'
image : A path to a thumbnail thats represent your package. Path is materials/vgui/FolderName/TextureName Where TextureName is the name of the .VMT file. If you leave this value empty, a default folder picture will be used.
comment : a comment about your map pack.
lock : Should be 0 to unlock your mappack, if you set it to 1 nobody can play it until it is unlocked using point bonusmaps accessor or by script editing.
== How to use ==
The best way is to make a new folder inside your portal/maps folder like : portal/maps/MyBonusMapPack.
Put your folderinfo.bns inside it with your bonus map script and/or challenge scripts files.
You can put your map files (.bsp) in it if you want, because you can find them at a different location by using the bonus map script or challenge scripts.
Category:Glossary
Category:Modding
FollowEntity()

C++ function used to control the parent of the current entity.
==Syntax==
 FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge = true )
== Values ==
;pBaseEntity
:Defines a parent. In doing so:
:*Zeroes origin and angles
:*Sets MOVETYPE_NONE
:*Adds FSOLID_NOT_SOLID
;pBaseEntity = NULL
:The entity leaves its parent and moves on its own. StopFollowingEntity() may also be used, but it will not reset the entity's MoveType.
;bBoneMerge = false
:Prevent the current entity from moving with pBaseEntity's animations. It will move relative to pBaseEntity's origin only.
== Related functions ==
*GetFollowedEntity() returns the parent entity as C_BaseEntity.
*IsFollowingEntity() returns true if the entity has a parent.
Category:Functions
Follow Freeman

== Overview ==
This is a Cooperative mod of the award winning game Half-Life 2. This mod provides multiple game modes to suit players of all ability levels and styles of play. 
A demo version was released with a small taster of the action. The demo contains the canals chapters of the single player game available for play in smooth Follow Freeman coop.
The next big release will offer over 70 maps and tons of new features.
A forum has now been setup to support the community that is growing around Follow Freeman. So if you are interested in co-op gaming and want to contribute or share your thoughts and get the latest development reports, you are welcome to join in.
== Features ==
; Elimination Mode 
: if you die, you have to spectate
; Extra life credits 
: kill enemy monsters to gain an extra life
; Multiplayer vehicle system 
: each player is give their own vehicle which respawns with the player
; Multiplayer Save/Restore 
: take your weapons and health to the next level
; Multiplayer Ready-room 
: pick which level to start from
; NPC actions 
: allows all players to interact with an NPC
== Game modes ==
* Follow Freeman Cooperative 
* Follow Freeman racing 
* Combine Assassin 
* Championship Mode
== History ==
Coming soon...
== Team ==
Coming soon...
== News ==
*Merciless Development have released a new closed beta for testers to try, players can sign up at the website.
== External links ==
* Official site
* Official download link
* Official forums
* 
* Youtube - low quality teaser video
Category:Multiplayer Mods
FontDrawType t

These values are used in DrawPrintText and DrawUnicodeChar to override the draw type.
 enum FontDrawType_t
 {
 	// Use the "additive" value from the scheme file
 	FONT_DRAW_DEFAULT = 0,
 
 	// Overrides
 	FONT_DRAW_NONADDITIVE,
 	FONT_DRAW_ADDITIVE,
 
 	FONT_DRAW_TYPE_COUNT = 2,
 };
Category:ISurface
Forest16

== About the mod == 
 Forest 16 is a HL2 EP2 SP mod. It is a horror mod and will support English and German.
== Story ==
In progress...
== Jobs ==
If you wish to help, you can send me a mail:
* 3D Models
* Texture Artist
* Scripter
* Programmer
* Voice Actor
You can apply for jobs at the following address: empty
We can use all the help we can get!
== Media ==
File:forest16.jpg|The Forest
== Team ==
Hannes "aliensoldier" Wirth
* Project Leader
* Story Writer
* Level Design
* Texture Artist
the_Cr0w
* Programmer
Kapy
* Storywriter
Matti Mali
* Voice Actor
== Supported languages ==
* German
* English
== Requirements ==
To play Forest 16 you will need:
* Half-Life 2: Episode Two
* Source SDK Base 2007
Forsaken

Forsaken was a post-viral urban warfare mod for Half-life 2, in which players were to take on the role of a team member of one of three surviving factions. Players would suit up as the tactical but brutally efficient Governors, the resourceful and stealthy Civilian resistance, or the zealous and carnage driven Religious cult.
== Source code release ==
Forsaken's development ceased after the development team split apart, but was later released. Please note that the team have not granted automatic permission to use its assets in your own project.
== Mechanics ==
The objective-based team play was all about the control of territories (maps) and the resources in those territories. At the start of a "war" each faction was to have a certain amount of resources. They can capture more resources by raiding various capture points on a map.
These resources consisted of food and weapons supplies. Every round was a day in Forsaken and each day required players to eat and use up 1 food resource for each member in your faction. Teams captured more food supplies and steal from other factions in order to keep from starving to death.
Hoarding weapon supplies allowed them to save up for bigger guns, upgrades, and other special equipment. Weapon supplies are shared resources and they would have worked together as a faction to know when and where to use them most effectively.
The winner of the "war" would have been the faction that controlled all the territory on the server, or starves the other factions of their resources. All 3 factions play at once over a series of barren cityscapes, fighting for control of this post-apocalyptic world, and ultimately for their survival.
== More Information ==
*
Category:Open source mods and games
Fortress Forever

expands on the classic Team Fortress action as well as introduces new elements to improve accessibility for players new to the genre. If you ever find yourself antsy waiting to get back into the action in other multiplayer games, then this is the game for you. It's not all instant gratification, though; within the game there are classes to suit every player's style, be it stealth, finesse with movement, precision aim, the joy of wielding a ridiculous amount of explosives, or simply brute force. Even within these classes (10 total, 9 standard) you can go about developing your own playstyle.
Fortress Forever currently runs on the engine branch, but a port to is currently in development, and is available as an open beta branch on Steam.
==Gameplay Screenshots==
Fortress Forever Screenshot a1.jpg|The Pyro in all his glory
Fortress Forever Screenshot a2.jpg|A Spy about to backstab a HW Guy
==Media==
The comprehensive media section features screenshots of maps and models, wallpapers, concept art, and even a steel logo by fan Hired-Gun.
Also available:
* Gameplay video Dustbowl Valley: , 
* "Trick" movement video Stayin' Alive: , 
* In game audio clip and game play footage video: , 
==Logos==
==More Information==
* Source SDK Base (previously required to play Fortress Forever, but the Steam download comes with it, thus the game is now standalone)
* Fortress Forever Team
* 
* YouTube channel
Category:Multiplayer Mods
Category:Open source mods and games