Line-ending fixes for most of the remaining files.
Fixes line-endings for files with extensions vcd, cc, txt, bat, fxc, inc, lst, proto, mak, mm, cfg, res, rc, def, vmt, vsh, vbsp, inl, asm, m4, vcproj, vcxproj, sln, in, java, la, manifest, am, and rad. Also fixes README, CONTRIBUTING, CONTRIBUTORS, LICENSE, CHANGES, COPYING, and gitignore. Finally, fixes executable bits.
This commit is contained in:
@@ -1,78 +1,78 @@
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// Physics Gun
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WeaponData
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{
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// Weapon data is loaded by both the Game and Client DLLs.
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"printname" "#HL2_GravityGun"
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"viewmodel" "models/weapons/v_physcannon.mdl"
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"playermodel" "models/weapons/w_Physics.mdl"
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"anim_prefix" "gauss"
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"bucket" "0"
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"bucket_position" "2"
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"clip_size" "0"
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"clip2_size" "0"
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"primary_ammo" "None"
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"secondary_ammo" "None"
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"default_clip" "0"
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"default_clip2" "0"
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"weight" "0"
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"autoswitchto" "0"
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"autoswitchfrom" "0"
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"item_flags" "2"
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SoundData
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{
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// launch held object
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"single_shot" "Weapon_PhysCannon.Launch"
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// Ignore?
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"reload" "Weapon_PhysCannon.Charge"
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// dry fire - no target
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"empty" "Weapon_PhysCannon.DryFire"
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// pick up object
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"special1" "Weapon_PhysCannon.Pickup"
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// open claws, target object
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"special2" "Weapon_PhysCannon.OpenClaws"
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// close claws, target out of range/invalid
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"melee_hit" "Weapon_PhysCannon.CloseClaws"
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// drop object
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"melee_miss" "Weapon_PhysCannon.Drop"
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// too heavy
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"special3" "Weapon_PhysCannon.TooHeavy"
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}
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// Weapon Sprite data is loaded by the Client DLL.
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TextureData
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{
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"weapon"
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{
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"font" "WeaponIcons"
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"character" "m"
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}
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"weapon_s"
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{
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"font" "WeaponIconsSelected"
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"character" "m"
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}
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"ammo"
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{
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"file" "sprites/a_icons1"
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"x" "0"
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"y" "0"
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"width" "32"
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"height" "32"
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}
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"crosshair"
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{
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"font" "Crosshairs"
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"character" "Q"
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}
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"autoaim"
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{
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"file" "sprites/crosshairs"
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"x" "48"
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"y" "72"
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"width" "24"
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"height" "24"
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}
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}
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// Physics Gun
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WeaponData
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{
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// Weapon data is loaded by both the Game and Client DLLs.
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"printname" "#HL2_GravityGun"
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"viewmodel" "models/weapons/v_physcannon.mdl"
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"playermodel" "models/weapons/w_Physics.mdl"
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"anim_prefix" "gauss"
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"bucket" "0"
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"bucket_position" "2"
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"clip_size" "0"
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"clip2_size" "0"
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"primary_ammo" "None"
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"secondary_ammo" "None"
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"default_clip" "0"
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"default_clip2" "0"
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"weight" "0"
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"autoswitchto" "0"
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"autoswitchfrom" "0"
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"item_flags" "2"
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SoundData
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{
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// launch held object
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"single_shot" "Weapon_PhysCannon.Launch"
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// Ignore?
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"reload" "Weapon_PhysCannon.Charge"
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// dry fire - no target
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"empty" "Weapon_PhysCannon.DryFire"
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// pick up object
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"special1" "Weapon_PhysCannon.Pickup"
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// open claws, target object
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"special2" "Weapon_PhysCannon.OpenClaws"
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// close claws, target out of range/invalid
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"melee_hit" "Weapon_PhysCannon.CloseClaws"
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// drop object
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"melee_miss" "Weapon_PhysCannon.Drop"
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// too heavy
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"special3" "Weapon_PhysCannon.TooHeavy"
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}
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// Weapon Sprite data is loaded by the Client DLL.
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TextureData
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{
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"weapon"
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{
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"font" "WeaponIcons"
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"character" "m"
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}
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"weapon_s"
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{
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"font" "WeaponIconsSelected"
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"character" "m"
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}
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"ammo"
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{
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"file" "sprites/a_icons1"
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"x" "0"
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"y" "0"
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"width" "32"
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"height" "32"
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}
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"crosshair"
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{
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"font" "Crosshairs"
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"character" "Q"
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}
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"autoaim"
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{
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"file" "sprites/crosshairs"
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"x" "48"
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"y" "72"
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"width" "24"
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"height" "24"
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}
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}
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}
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