Normalize newlines

parent 6856117b
*.txt text=auto
*.txt text=crlf
This diff is collapsed.
"MapLoadingData"
{
"generic"
{
"html"
{
"1" "\generic\1\1.html"
}
"music"
{
"1" "common/music/loading/werihukka_winners_write_the_history_rock1.mp3"
"2" "common/music/loading/werihukka_winners_write_the_history_rock2.mp3"
"3" "common/music/loading/werihukka_winners_write_the_history_rock3.mp3"
"4" "common/music/loading/werihukka_winners_write_the_history_full.mp3"
"5" "common/music/loading/cb_a_bit_of_conflict.mp3"
"6" "common/music/loading/cb_our_obdurate_past.mp3"
}
}
"emp_crossroads"
{
}
"MapLoadingData"
{
"generic"
{
"html"
{
"1" "\generic\1\1.html"
}
"music"
{
"1" "common/music/loading/werihukka_winners_write_the_history_rock1.mp3"
"2" "common/music/loading/werihukka_winners_write_the_history_rock2.mp3"
"3" "common/music/loading/werihukka_winners_write_the_history_rock3.mp3"
"4" "common/music/loading/werihukka_winners_write_the_history_full.mp3"
"5" "common/music/loading/cb_a_bit_of_conflict.mp3"
"6" "common/music/loading/cb_our_obdurate_past.mp3"
}
}
"emp_crossroads"
{
}
}
\ No newline at end of file
"ScriptManifest"
{
"chassis" "scripts/vehicle_chassis.txt" //chassis manifest file
"research" "scripts/research_items.txt" //research items TODO: Make a manifest for these
"buildings" "scripts/buildings.txt" //Building scripts TODO: Make a manifest for these
"infantry" "scripts/infantry_resists.txt" //Infantry Resists TODO: Make them not ugly
"engine" "scripts/vehicle_engines.txt" //Engine items TODO: Make a manifest for these
"armor" "scripts/vehicle_armor.txt" //Armor itmes TODO: Make a manifest for these too
"weapons" "scripts/vehicle_weapons.txt" //vehicle weapons TODO: again, make a manifest for these
"soundscape" "scripts/game_sounds_manifest.txt" //Soundscape manifest.
"rankpoint" "scripts/rankpoints.txt" //rankpoints manifest
"ranktitle" "scripts/ranktitles.txt" //ranktitle manifest.
//TODO: Make a manifest for infantry weapons, and link it to this file.
}
"ScriptManifest"
{
"chassis" "scripts/vehicle_chassis.txt" //chassis manifest file
"research" "scripts/research_items.txt" //research items TODO: Make a manifest for these
"buildings" "scripts/buildings.txt" //Building scripts TODO: Make a manifest for these
"infantry" "scripts/infantry_resists.txt" //Infantry Resists TODO: Make them not ugly
"engine" "scripts/vehicle_engines.txt" //Engine items TODO: Make a manifest for these
"armor" "scripts/vehicle_armor.txt" //Armor itmes TODO: Make a manifest for these too
"weapons" "scripts/vehicle_weapons.txt" //vehicle weapons TODO: again, make a manifest for these
"soundscape" "scripts/game_sounds_manifest.txt" //Soundscape manifest.
"rankpoint" "scripts/rankpoints.txt" //rankpoints manifest
"ranktitle" "scripts/ranktitles.txt" //ranktitle manifest.
//TODO: Make a manifest for infantry weapons, and link it to this file.
}
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emp_arid
emp_canyon
emp_crossroads
emp_cyclopean
emp_coast
emp_duststorm
emp_isle
emp_midbridge
emp_money
emp_mvalley
emp_palmbay
emp_slaughtered
emp_arid
emp_canyon
emp_crossroads
emp_cyclopean
emp_coast
emp_duststorm
emp_isle
emp_midbridge
emp_money
emp_mvalley
emp_palmbay
emp_slaughtered
emp_streetsoffire
\ No newline at end of file
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// Game specific definitions
"$game" "Empires"
// Game specific definitions
"$game" "Empires"
ParticleData
{
//To prevent networking overhead (sending a number over the wire is better
//than sending a full text string over) and preserve backwards
//compatibility, particle values (in numbers) are converted into particle
//names (in text) here. Only occurs on the client.
// Some rules:
// 0 is the default value and is not converted (it does not use particles). Do not give it a KeyValue.
// You can only have up to 4095 unique particles.
// Format:
// "NUMBER" <-- This is the number you put in the weapon scripts.
// { "ParticleName" } <-- The name of the particle. NOT the name of the
// .pcf file, the name of the particle when you're viewing it in the Particle Editor.
// This is case-sensitive.
1 { "ParticleName" "explosion_std" } // Standard explosion.
2 { "ParticleName" "explosion_istd" } // Improved Standard explosion.
3 { "ParticleName" "explosion_bio" } // Bio explosion.
4 { "ParticleName" "explosion_he" } // HE explosion.
5 { "ParticleName" "explosion_plasma" } // Plasma explosion.
6 { "ParticleName" "explosion_rail" } // Railgun explosion.
7 { "ParticleName" "explosion_lr" } // Long Range Cannon explosion.
8 { "ParticleName" "explosion_uml" } // UML explosion.
9 { "ParticleName" "explosion_rpg" } // RPG explosion.
10 { "ParticleName" "explosion_ml" } // ML explosion.
11 { "ParticleName" "explosion_nuke" } // Nuke explosion.
12 { "ParticleName" "explosion_arty1" } // Arty explosion, smaller.
13 { "ParticleName" "explosion_arty2" } // Arty explosion, HE/LR.
14 { "ParticleName" "explosion_sml" } // Salvo ML.
15 { "ParticleName" "explosion_mortar" } // Mortar.
16 { "ParticleName" "explosion_mine" } // AP Mine.
17 { "ParticleName" "explosion_he" } // HECN.
18 { "ParticleName" "explosion_hml" } // homo MLs
19 { "ParticleName" "explosion_gml" } // GuidedMLs
20 { "ParticleName" "explosion_emp" } // EMP GL
21 { "ParticleName" "explosion_toxic" } // Bio GL
22 { "ParticleName" "explosion_bio_cn" } // Bio GL
23 { "ParticleName" "explosion_plasma_sml" } // Plasma CN 2 slot
// The default explosion that is being used for some source entities like env_explosion
// DO NOT CHANGE THE INDEX
60 { "ParticleName" "explosion_std" } // Standard explosion.
100 { "ParticleName" "smoke_nade" } // Smoke Grenade Test
200 { "ParticleName" "explosion_rpg" } // RPG explosion.
201 { "ParticleName" "he_nade_explode" } // HE Grenade explosion.
202 { "ParticleName" "seismic_explode" } // Seismic Grenade explosion.
203 { "ParticleName" "sticky_explode" } // Sticky Grenade explosion.
204 { "ParticleName" "explosion_emp" } // Sticky Stun Grenade explosion.
205 { "ParticleName" "concussion_explode" } // Concussion Explosion
ParticleData
{
//To prevent networking overhead (sending a number over the wire is better
//than sending a full text string over) and preserve backwards
//compatibility, particle values (in numbers) are converted into particle
//names (in text) here. Only occurs on the client.
// Some rules:
// 0 is the default value and is not converted (it does not use particles). Do not give it a KeyValue.
// You can only have up to 4095 unique particles.
// Format:
// "NUMBER" <-- This is the number you put in the weapon scripts.
// { "ParticleName" } <-- The name of the particle. NOT the name of the
// .pcf file, the name of the particle when you're viewing it in the Particle Editor.
// This is case-sensitive.
1 { "ParticleName" "explosion_std" } // Standard explosion.
2 { "ParticleName" "explosion_istd" } // Improved Standard explosion.
3 { "ParticleName" "explosion_bio" } // Bio explosion.
4 { "ParticleName" "explosion_he" } // HE explosion.
5 { "ParticleName" "explosion_plasma" } // Plasma explosion.
6 { "ParticleName" "explosion_rail" } // Railgun explosion.
7 { "ParticleName" "explosion_lr" } // Long Range Cannon explosion.
8 { "ParticleName" "explosion_uml" } // UML explosion.
9 { "ParticleName" "explosion_rpg" } // RPG explosion.
10 { "ParticleName" "explosion_ml" } // ML explosion.
11 { "ParticleName" "explosion_nuke" } // Nuke explosion.
12 { "ParticleName" "explosion_arty1" } // Arty explosion, smaller.
13 { "ParticleName" "explosion_arty2" } // Arty explosion, HE/LR.
14 { "ParticleName" "explosion_sml" } // Salvo ML.
15 { "ParticleName" "explosion_mortar" } // Mortar.
16 { "ParticleName" "explosion_mine" } // AP Mine.
17 { "ParticleName" "explosion_he" } // HECN.
18 { "ParticleName" "explosion_hml" } // homo MLs
19 { "ParticleName" "explosion_gml" } // GuidedMLs
20 { "ParticleName" "explosion_emp" } // EMP GL
21 { "ParticleName" "explosion_toxic" } // Bio GL
22 { "ParticleName" "explosion_bio_cn" } // Bio GL
23 { "ParticleName" "explosion_plasma_sml" } // Plasma CN 2 slot
// The default explosion that is being used for some source entities like env_explosion
// DO NOT CHANGE THE INDEX
60 { "ParticleName" "explosion_std" } // Standard explosion.
100 { "ParticleName" "smoke_nade" } // Smoke Grenade Test
200 { "ParticleName" "explosion_rpg" } // RPG explosion.
201 { "ParticleName" "he_nade_explode" } // HE Grenade explosion.
202 { "ParticleName" "seismic_explode" } // Seismic Grenade explosion.
203 { "ParticleName" "sticky_explode" } // Sticky Grenade explosion.
204 { "ParticleName" "explosion_emp" } // Sticky Stun Grenade explosion.
205 { "ParticleName" "concussion_explode" } // Concussion Explosion
}
\ No newline at end of file
// Channels
// CHAN_AUTO = 0,
// CHAN_WEAPON = 1,
// CHAN_VOICE = 2,
// CHAN_ITEM = 3,
// CHAN_BODY = 4,
// CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area
// CHAN_STATIC = 6, // allocate channel from the static area
// these can be set with "channel" "2" or "channel" "chan_voice"
//-----------------------------------------------------------------------------
// common attenuation values
//-----------------------------------------------------------------------------
// DON'T USE THESE - USE SNDLVL_ INSTEAD!!!
// ATTN_NONE 0.0f
// ATTN_NORM 0.8f
// ATTN_IDLE 2.0f
// ATTN_STATIC 1.25f
// ATTN_RICOCHET 1.5f
// ATTN_GUNFIRE 0.27f
// SNDLVL_NONE = 0,
// SNDLVL_25dB = 25,
// SNDLVL_30dB = 30,
// SNDLVL_35dB = 35,
// SNDLVL_40dB = 40,
// SNDLVL_45dB = 45,
// SNDLVL_50dB = 50, // 3.9
// SNDLVL_55dB = 55, // 3.0
// SNDLVL_IDLE = 60, // 2.0
// SNDLVL_TALKING = 60, // 2.0
// SNDLVL_60dB = 60, // 2.0
// SNDLVL_65dB = 65, // 1.5
// SNDLVL_STATIC = 66, // 1.25
// SNDLVL_70dB = 70, // 1.0
// SNDLVL_NORM = 75,
// SNDLVL_75dB = 75, // 0.8
// SNDLVL_80dB = 80, // 0.7
// SNDLVL_85dB = 85, // 0.6
// SNDLVL_90dB = 90, // 0.5
// SNDLVL_95dB = 95,
// SNDLVL_100dB = 100, // 0.4
// SNDLVL_105dB = 105,
// SNDLVL_120dB = 120,
// SNDLVL_130dB = 130,
// SNDLVL_GUNFIRE = 140, // 0.27
// SNDLVL_140dB = 140, // 0.2
// SNDLVL_150dB = 150, // 0.2
"AI_BaseNPC.BodyDrop_Heavy"
{
"channel" "CHAN_BODY"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "90"
"rndwave"
{
"wave" "physics/flesh/flesh_impact_hard1.wav"
"wave" "physics/flesh/flesh_impact_hard2.wav"
"wave" "physics/flesh/flesh_impact_hard3.wav"
"wave" "physics/flesh/flesh_impact_hard4.wav"
"wave" "physics/flesh/flesh_impact_hard5.wav"
"wave" "physics/flesh/flesh_impact_hard6.wav"
}
}
"AI_BaseNPC.BodyDrop_Light"
{
"channel" "CHAN_BODY"
"volume" "0.9"
"soundlevel" "SNDLVL_75dB"
"pitch" "105"
"rndwave"
{
"wave" "physics/flesh/flesh_impact_hard1.wav"
"wave" "physics/flesh/flesh_impact_hard2.wav"
"wave" "physics/flesh/flesh_impact_hard3.wav"
"wave" "physics/flesh/flesh_impact_hard4.wav"
"wave" "physics/flesh/flesh_impact_hard5.wav"
"wave" "physics/flesh/flesh_impact_hard6.wav"
}
}
"AI_BaseNPC.SwishSound"
{
"channel" "CHAN_BODY"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "npc/zombie/claw_miss2.wav"
}
"AI_BaseNPC.SentenceStop"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_60dB"
"wave" "common/null.wav"
}
"BaseCombatCharacter.CorpseGib"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"rndwave"
{
"wave" "physics/flesh/flesh_squishy_impact_hard2.wav"
}
}
"BaseCombatCharacter.StopWeaponSounds"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "common/null.wav"
}
"BaseCombatCharacter.AmmoPickup"
{
"channel" "CHAN_ITEM"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "items/ammo_pickup.wav"
}
"BaseCombatWeapon.WeaponDrop"
{
"channel" "CHAN_VOICE"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"pitch" "95,110"
"rndwave"
{
"wave" "physics/metal/weapon_impact_hard1.wav"
"wave" "physics/metal/weapon_impact_hard2.wav"
"wave" "physics/metal/weapon_impact_hard3.wav"
}
}
"BaseCombatWeapon.WeaponMaterialize"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "150"
"wave" "items/suitchargeok1.wav"
}
"General.BurningFlesh"
{
"channel" "CHAN_WEAPON"
"volume" "0.45"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "npc/headcrab/headcrab_burning_loop2.wav"
}
"General.BurningObject"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "ambient/fire/fire_small_loop2.wav"
}
"General.StopBurning"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "common/null.wav"
}
// Channels
// CHAN_AUTO = 0,
// CHAN_WEAPON = 1,
// CHAN_VOICE = 2,
// CHAN_ITEM = 3,
// CHAN_BODY = 4,
// CHAN_STREAM = 5, // allocate stream channel from the static or dynamic area
// CHAN_STATIC = 6, // allocate channel from the static area
// these can be set with "channel" "2" or "channel" "chan_voice"
//-----------------------------------------------------------------------------
// common attenuation values
//-----------------------------------------------------------------------------
// DON'T USE THESE - USE SNDLVL_ INSTEAD!!!
// ATTN_NONE 0.0f
// ATTN_NORM 0.8f
// ATTN_IDLE 2.0f
// ATTN_STATIC 1.25f
// ATTN_RICOCHET 1.5f
// ATTN_GUNFIRE 0.27f
// SNDLVL_NONE = 0,
// SNDLVL_25dB = 25,
// SNDLVL_30dB = 30,
// SNDLVL_35dB = 35,
// SNDLVL_40dB = 40,
// SNDLVL_45dB = 45,
// SNDLVL_50dB = 50, // 3.9
// SNDLVL_55dB = 55, // 3.0
// SNDLVL_IDLE = 60, // 2.0
// SNDLVL_TALKING = 60, // 2.0
// SNDLVL_60dB = 60, // 2.0
// SNDLVL_65dB = 65, // 1.5
// SNDLVL_STATIC = 66, // 1.25
// SNDLVL_70dB = 70, // 1.0
// SNDLVL_NORM = 75,
// SNDLVL_75dB = 75, // 0.8
// SNDLVL_80dB = 80, // 0.7
// SNDLVL_85dB = 85, // 0.6
// SNDLVL_90dB = 90, // 0.5
// SNDLVL_95dB = 95,
// SNDLVL_100dB = 100, // 0.4
// SNDLVL_105dB = 105,
// SNDLVL_120dB = 120,
// SNDLVL_130dB = 130,
// SNDLVL_GUNFIRE = 140, // 0.27
// SNDLVL_140dB = 140, // 0.2
// SNDLVL_150dB = 150, // 0.2
"AI_BaseNPC.BodyDrop_Heavy"
{
"channel" "CHAN_BODY"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "90"
"rndwave"
{
"wave" "physics/flesh/flesh_impact_hard1.wav"
"wave" "physics/flesh/flesh_impact_hard2.wav"
"wave" "physics/flesh/flesh_impact_hard3.wav"
"wave" "physics/flesh/flesh_impact_hard4.wav"
"wave" "physics/flesh/flesh_impact_hard5.wav"
"wave" "physics/flesh/flesh_impact_hard6.wav"
}
}
"AI_BaseNPC.BodyDrop_Light"
{
"channel" "CHAN_BODY"
"volume" "0.9"
"soundlevel" "SNDLVL_75dB"
"pitch" "105"
"rndwave"
{
"wave" "physics/flesh/flesh_impact_hard1.wav"
"wave" "physics/flesh/flesh_impact_hard2.wav"
"wave" "physics/flesh/flesh_impact_hard3.wav"
"wave" "physics/flesh/flesh_impact_hard4.wav"
"wave" "physics/flesh/flesh_impact_hard5.wav"
"wave" "physics/flesh/flesh_impact_hard6.wav"
}
}
"AI_BaseNPC.SwishSound"
{
"channel" "CHAN_BODY"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "npc/zombie/claw_miss2.wav"
}
"AI_BaseNPC.SentenceStop"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_60dB"
"wave" "common/null.wav"
}
"BaseCombatCharacter.CorpseGib"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"rndwave"
{
"wave" "physics/flesh/flesh_squishy_impact_hard2.wav"
}
}
"BaseCombatCharacter.StopWeaponSounds"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "common/null.wav"
}
"BaseCombatCharacter.AmmoPickup"
{
"channel" "CHAN_ITEM"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "items/ammo_pickup.wav"
}
"BaseCombatWeapon.WeaponDrop"
{
"channel" "CHAN_VOICE"
"volume" "0.8"
"soundlevel" "SNDLVL_75dB"
"pitch" "95,110"
"rndwave"
{
"wave" "physics/metal/weapon_impact_hard1.wav"
"wave" "physics/metal/weapon_impact_hard2.wav"
"wave" "physics/metal/weapon_impact_hard3.wav"
}
}
"BaseCombatWeapon.WeaponMaterialize"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"pitch" "150"
"wave" "items/suitchargeok1.wav"
}
"General.BurningFlesh"
{
"channel" "CHAN_WEAPON"
"volume" "0.45"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "npc/headcrab/headcrab_burning_loop2.wav"
}
"General.BurningObject"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "ambient/fire/fire_small_loop2.wav"
}
"General.StopBurning"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "common/null.wav"
}
This diff is collapsed.
// **************************************************************
// building sounds
"emp_ambient.refinery"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "buildings/refinery/ambience.wav"
}
"emp_ambient.vehicle_factory"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "buildings/VF/ambience.wav"
}
"emp_ambient.aircraft_factory"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "buildings/refinery/ambience.wav"
}
"emp_ambient.radar"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "buildings/radar/ambience.wav"
}
"emp_ambient.barracks"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "buildings/barracks/ambience.wav"
}
"emp_ambient.armory"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "buildings/armory/ambience.wav"
}
"emp_ambient.small_building"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_60dB"
"wave" "buildings/engineer/ambience.wav"
}
"emp_building.building_fullybuilt"
{
"channel" "CHAN_STATIC"