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:
@@ -1,70 +1,70 @@
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// Missile Launcher
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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_RPG"
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"viewmodel" "models/weapons/v_rpg.mdl"
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"playermodel" "models/weapons/w_rocket_launcher.mdl"
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"anim_prefix" "missile launcher"
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"bucket" "4"
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"bucket_position" "1"
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"autoswitchfrom" "1"
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"clip_size" "-1"
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"clip2_size" "-1"
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"default_clip" "3"
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"default_clip2" "-1"
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"primary_ammo" "rpg_round"
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"secondary_ammo" "None"
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"weight" "0"
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"item_flags" "0"
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"damage" "150"
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// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
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SoundData
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{
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"single_shot" "Weapon_RPG.Single"
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"single_shot_npc" "Weapon_RPG.NPC_Single"
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//Laser on
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"special1" "Weapon_RPG.LaserOn"
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//Laser off
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"special2" "Weapon_RPG.LaserOff"
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"empty" "Weapon_SMG1.Empty"
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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" "i"
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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" "i"
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}
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"ammo"
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{
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"font" "WeaponIcons"
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"character" "x"
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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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// Missile Launcher
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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_RPG"
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"viewmodel" "models/weapons/v_rpg.mdl"
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"playermodel" "models/weapons/w_rocket_launcher.mdl"
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"anim_prefix" "missile launcher"
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"bucket" "4"
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"bucket_position" "1"
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"autoswitchfrom" "1"
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"clip_size" "-1"
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"clip2_size" "-1"
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"default_clip" "3"
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"default_clip2" "-1"
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"primary_ammo" "rpg_round"
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"secondary_ammo" "None"
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"weight" "0"
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"item_flags" "0"
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"damage" "150"
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// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
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SoundData
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{
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"single_shot" "Weapon_RPG.Single"
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"single_shot_npc" "Weapon_RPG.NPC_Single"
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//Laser on
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"special1" "Weapon_RPG.LaserOn"
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//Laser off
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"special2" "Weapon_RPG.LaserOff"
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"empty" "Weapon_SMG1.Empty"
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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" "i"
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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" "i"
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}
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"ammo"
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{
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"font" "WeaponIcons"
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"character" "x"
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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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