diff --git a/LICENSE b/LICENSE new file mode 100644 index 00000000..3ade2f32 --- /dev/null +++ b/LICENSE @@ -0,0 +1,43 @@ + SOURCE 1 SDK LICENSE + +Source SDK Copyright(c) Valve Corp. + +THIS DOCUMENT DESCRIBES A CONTRACT BETWEEN YOU AND VALVE +CORPORATION ("Valve"). PLEASE READ IT BEFORE DOWNLOADING OR USING +THE SOURCE ENGINE SDK ("SDK"). BY DOWNLOADING AND/OR USING THE +SOURCE ENGINE SDK YOU ACCEPT THIS LICENSE. IF YOU DO NOT AGREE TO +THE TERMS OF THIS LICENSE PLEASE DON’T DOWNLOAD OR USE THE SDK. + + You may, free of charge, download and use the SDK to develop a modified Valve game +running on the Source engine. You may distribute your modified Valve game in source and +object code form, but only for free. Terms of use for Valve games are found in the Steam +Subscriber Agreement located here: http://store.steampowered.com/subscriber_agreement/ + + You may copy, modify, and distribute the SDK and any modifications you make to the +SDK in source and object code form, but only for free. Any distribution of this SDK must +include this LICENSE file and thirdpartylegalnotices.txt. + + Any distribution of the SDK or a substantial portion of the SDK must include the above +copyright notice and the following: + + DISCLAIMER OF WARRANTIES. THE SOURCE SDK AND ANY + OTHER MATERIAL DOWNLOADED BY LICENSEE IS PROVIDED + "AS IS". VALVE AND ITS SUPPLIERS DISCLAIM ALL + WARRANTIES WITH RESPECT TO THE SDK, EITHER EXPRESS + OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED + WARRANTIES OF MERCHANTABILITY, NON-INFRINGEMENT, + TITLE AND FITNESS FOR A PARTICULAR PURPOSE. + + LIMITATION OF LIABILITY. IN NO EVENT SHALL VALVE OR + ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, + INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER + (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF + BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF + BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) + ARISING OUT OF THE USE OF OR INABILITY TO USE THE + ENGINE AND/OR THE SDK, EVEN IF VALVE HAS BEEN + ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + + +If you would like to use the SDK for a commercial purpose, please contact Valve at +sourceengine@valvesoftware.com. diff --git a/sourcemods/ep1chaos/resource/ep1chaos_brazilian.txt b/sourcemods/ep1chaos/resource/ep1chaos_brazilian.txt index f80806da..9f7c5e17 100644 Binary files a/sourcemods/ep1chaos/resource/ep1chaos_brazilian.txt and b/sourcemods/ep1chaos/resource/ep1chaos_brazilian.txt differ diff --git a/sourcemods/ep1chaos/resource/ep1chaos_bulgarian.txt b/sourcemods/ep1chaos/resource/ep1chaos_bulgarian.txt index 369e3832..cdd72817 100644 Binary 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a/sourcemods/hl2chaos/resource/hl2chaos_german.txt b/sourcemods/hl2chaos/resource/hl2chaos_german.txt index 2a984ecf..2c77e4ff 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_german.txt and b/sourcemods/hl2chaos/resource/hl2chaos_german.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_greek.txt b/sourcemods/hl2chaos/resource/hl2chaos_greek.txt index 0315732d..c321f76e 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_greek.txt and b/sourcemods/hl2chaos/resource/hl2chaos_greek.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_hungarian.txt b/sourcemods/hl2chaos/resource/hl2chaos_hungarian.txt index 3d224e27..4ee0bb1d 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_hungarian.txt and b/sourcemods/hl2chaos/resource/hl2chaos_hungarian.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_italian.txt b/sourcemods/hl2chaos/resource/hl2chaos_italian.txt index f6985194..37d06ef4 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_italian.txt and b/sourcemods/hl2chaos/resource/hl2chaos_italian.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_japanese.txt b/sourcemods/hl2chaos/resource/hl2chaos_japanese.txt index 72d056f7..02e6e447 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_japanese.txt and b/sourcemods/hl2chaos/resource/hl2chaos_japanese.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_korean.txt b/sourcemods/hl2chaos/resource/hl2chaos_korean.txt index 1c739d6e..029db58e 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_korean.txt and b/sourcemods/hl2chaos/resource/hl2chaos_korean.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_koreana.txt b/sourcemods/hl2chaos/resource/hl2chaos_koreana.txt index 1c739d6e..029db58e 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_koreana.txt and b/sourcemods/hl2chaos/resource/hl2chaos_koreana.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_latam.txt b/sourcemods/hl2chaos/resource/hl2chaos_latam.txt index e6c1f73f..95960df3 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_latam.txt and b/sourcemods/hl2chaos/resource/hl2chaos_latam.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_norwegian.txt b/sourcemods/hl2chaos/resource/hl2chaos_norwegian.txt index cc177be8..9da697c7 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_norwegian.txt and b/sourcemods/hl2chaos/resource/hl2chaos_norwegian.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_polish.txt b/sourcemods/hl2chaos/resource/hl2chaos_polish.txt index d230a30d..deab6f4b 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_polish.txt and b/sourcemods/hl2chaos/resource/hl2chaos_polish.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_portuguese.txt b/sourcemods/hl2chaos/resource/hl2chaos_portuguese.txt index 11f6af8e..60c2d076 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_portuguese.txt and b/sourcemods/hl2chaos/resource/hl2chaos_portuguese.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_romanian.txt b/sourcemods/hl2chaos/resource/hl2chaos_romanian.txt index e3d0389e..cdaf6462 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_romanian.txt and b/sourcemods/hl2chaos/resource/hl2chaos_romanian.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_russian.txt b/sourcemods/hl2chaos/resource/hl2chaos_russian.txt index 50554129..84eb9830 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_russian.txt and b/sourcemods/hl2chaos/resource/hl2chaos_russian.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_schinese.txt b/sourcemods/hl2chaos/resource/hl2chaos_schinese.txt index c85b3a0c..39d1e4de 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_schinese.txt and b/sourcemods/hl2chaos/resource/hl2chaos_schinese.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_spanish.txt b/sourcemods/hl2chaos/resource/hl2chaos_spanish.txt index 0bb7d819..e0824975 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_spanish.txt and b/sourcemods/hl2chaos/resource/hl2chaos_spanish.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_swedish.txt b/sourcemods/hl2chaos/resource/hl2chaos_swedish.txt index 0e070bfc..80cd490c 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_swedish.txt and b/sourcemods/hl2chaos/resource/hl2chaos_swedish.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_tchinese.txt b/sourcemods/hl2chaos/resource/hl2chaos_tchinese.txt index 7b579098..e03c4620 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_tchinese.txt and b/sourcemods/hl2chaos/resource/hl2chaos_tchinese.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_thai.txt b/sourcemods/hl2chaos/resource/hl2chaos_thai.txt index 6cb21293..add73edc 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_thai.txt and b/sourcemods/hl2chaos/resource/hl2chaos_thai.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_turkish.txt b/sourcemods/hl2chaos/resource/hl2chaos_turkish.txt index 48ef50be..da16fbed 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_turkish.txt and b/sourcemods/hl2chaos/resource/hl2chaos_turkish.txt differ diff --git a/sourcemods/hl2chaos/resource/hl2chaos_ukrainian.txt b/sourcemods/hl2chaos/resource/hl2chaos_ukrainian.txt index f4d2f25c..2d1b359c 100644 Binary files a/sourcemods/hl2chaos/resource/hl2chaos_ukrainian.txt and b/sourcemods/hl2chaos/resource/hl2chaos_ukrainian.txt differ diff --git a/sourcemods/hl2chaos/scripts/titles.txt b/sourcemods/hl2chaos/scripts/titles.txt index e6b38d14..95df5bdf 100644 --- a/sourcemods/hl2chaos/scripts/titles.txt +++ b/sourcemods/hl2chaos/scripts/titles.txt @@ -79,22 +79,22 @@ $fadeout 1.5 GAMEOVER_ALLY { -#HL2_GameOver_Ally +#HL2chaos_GameOver_Ally } GAMEOVER_OBJECT { -#HL2_GameOver_Object +#HL2chaos_GameOver_Object } GAMEOVER_TIMER { -#HL2_GameOver_Timer +#HL2chaos_GameOver_Timer } GAMEOVER_STUCK { -#HL2_GameOver_Stuck +#HL2chaos_GameOver_Stuck } diff --git a/sp/src/game/server/hl2/hl2_player.cpp b/sp/src/game/server/hl2/hl2_player.cpp index 3145e450..c3ea79a9 100644 --- a/sp/src/game/server/hl2/hl2_player.cpp +++ b/sp/src/game/server/hl2/hl2_player.cpp @@ -5257,11 +5257,20 @@ bool CChaosEffect::CheckEffectContext() return false;//bad map //avoid maps that need striders or other NPCs to not teleport to god-knows-where + //d3_c17_11 have to kill gunship + //d3_c17_12b have to kill strider + //d3_c17_13 have to kill striders + //ep1_c17_00a alyx can become lost? + //ep1_c17_05 have to kill sniper and APC + //ep1_c17_06 have to kill strider + //ep2_outland_01 alyx can become lost? + //ep2_outland_08 have to kill helicopter + //ep2_outland_12 have to kill striders if (m_nID == EFFECT_BULLET_TELEPORT) - if (!Q_strcmp(pMapName, "d3_c17_12b") || !Q_strcmp(pMapName, "d3_c17_13") + if (!Q_strcmp(pMapName, "d3_c17_11") || !Q_strcmp(pMapName, "d3_c17_12b") || !Q_strcmp(pMapName, "d3_c17_13") || !Q_strcmp(pMapName, "ep1_c17_00a") || !Q_strcmp(pMapName, "ep1_c17_05") || !Q_strcmp(pMapName, "ep1_c17_06") - || !Q_strcmp(pMapName, "ep2_outland_01") || !Q_strcmp(pMapName, "ep2_outland_08") || !Q_strcmp(pMapName, "ep2_outland_08") || !Q_strcmp(pMapName, "ep2_outland_12")) - return false;//if striders get lost on this map, we softlock or near softlock + || !Q_strcmp(pMapName, "ep2_outland_01") || !Q_strcmp(pMapName, "ep2_outland_08") || !Q_strcmp(pMapName, "ep2_outland_12")) + return false; //avoid maps that would poorly fit a crane if (m_nID == EFFECT_EVIL_NORIKO) @@ -5279,12 +5288,13 @@ bool CChaosEffect::CheckEffectContext() return false;//no sir no shotguns here //Don't remove pickups on these maps - //ts05 suit has to be picked up to progress cutscene + //d1_trainstation_05 suit to progress cutscene + //d2_coast_10 rocket crate for gunship + //d2_prison_01 rocket crate for gunships //d3_c17_09 grenades to save barney //d3_c17_10b explosives for ground turrets //d3_c17_11 rocket crate for shooting gunship //ep1_c17_00 pistol and shotgun to shoot lock - //ep1_c17_00a too hard //ep1_c17_05 rocket crate for shooting sniper //ep1_c17_06 rocket crate for shooting strider //ep2_outland_02 too hard @@ -5400,7 +5410,7 @@ bool CChaosEffect::CheckEffectContext() || !Q_strcmp(pMapName, "d1_town_02a") || !Q_strcmp(pMapName, "d1_town_05") || !Q_strcmp(pMapName, "d2_coast_11") || !Q_strcmp(pMapName, "d2_prison_06") || !Q_strcmp(pMapName, "d2_prison_08") - || !Q_strcmp(pMapName, "d3_c17_10b") + || !Q_strcmp(pMapName, "d3_c17_06b") || !Q_strcmp(pMapName, "d3_c17_10b") || !Q_strcmp(pMapName, "d3_citadel_03") || !Q_strcmp(pMapName, "d3_citadel_04") || !Q_strcmp(pMapName, "d3_breen_01") || !Q_strcmp(pMapName, "ep1_citadel_03") || !Q_strcmp(pMapName, "ep1_c17_00") || !Q_strcmp(pMapName, "ep1_c17_00a") diff --git a/sp/src/game/server/hl2/weapon_physcannon.cpp b/sp/src/game/server/hl2/weapon_physcannon.cpp index 787faea5..bcbcf60d 100644 --- a/sp/src/game/server/hl2/weapon_physcannon.cpp +++ b/sp/src/game/server/hl2/weapon_physcannon.cpp @@ -2739,81 +2739,74 @@ CBaseEntity *CWeaponPhysCannon::FindObjectInCone( const Vector &vecOrigin, const //----------------------------------------------------------------------------- bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) { - CBaseEntity *pEntity = GetAttached(); + CBaseEntity *pEntity = GetAttached(); + //LOAD BEARING ERROR COMPUTATION + //this alters a time-based variable. if phys_timescale is not 1, that variable may not behave as desired. we alter phys_timescale in chaos. + //if we don't do this, hopper mines cannot be picked up. + //i don't fully get how this works + ComputeError(); if ( !pEntity || ComputeError() > flError || pPlayer->GetGroundEntity() == pEntity || !pEntity->VPhysicsGetObject() ) { return false; } - //Adrian: Oops, our object became motion disabled, let go! IPhysicsObject *pPhys = pEntity->VPhysicsGetObject(); if ( pPhys && pPhys->IsMoveable() == false ) { return false; } - Vector forward, right, up; QAngle playerAngles = pPlayer->EyeAngles(); - AngleVectors( playerAngles, &forward, &right, &up ); - + AngleVectors(playerAngles, &forward, &right, &up); if ( HL2GameRules()->MegaPhyscannonActive() ) { - Vector los = ( pEntity->WorldSpaceCenter() - pPlayer->Weapon_ShootPosition() ); - VectorNormalize( los ); + Vector los = (pEntity->WorldSpaceCenter() - pPlayer->Weapon_ShootPosition()); + VectorNormalize(los); - float flDot = DotProduct( los, forward ); + float flDot = DotProduct(los, forward); //Let go of the item if we turn around too fast. - if ( flDot <= 0.35f ) + if (flDot <= 0.35f) + { return false; + } } - - float pitch = AngleDistance(playerAngles.x,0); - + float pitch = AngleDistance(playerAngles.x, 0); if( !m_bAllowObjectOverhead ) { - playerAngles.x = clamp( pitch, -75, 75 ); + playerAngles.x = clamp(pitch, -75, 75); } else { - playerAngles.x = clamp( pitch, -90, 75 ); + playerAngles.x = clamp(pitch, -90, 75); } - - - // Now clamp a sphere of object radius at end to the player's bbox - Vector radial = physcollision->CollideGetExtent( pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward ); + Vector radial = physcollision->CollideGetExtent(pPhys->GetCollide(), vec3_origin, pEntity->GetAbsAngles(), -forward); Vector player2d = pPlayer->CollisionProp()->OBBMaxs(); float playerRadius = player2d.Length2D(); - float radius = playerRadius + fabs(DotProduct( forward, radial )); - - float distance = 24 + ( radius * 2.0f ); - + float radius = playerRadius + fabs(DotProduct(forward, radial)); + float distance = 24 + (radius * 2.0f); // Add the prop's distance offset distance += m_flDistanceOffset; - Vector start = pPlayer->Weapon_ShootPosition(); - Vector end = start + ( forward * distance ); - + Vector end = start + (forward * distance); trace_t tr; CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_NONE ); Ray_t ray; ray.Init( start, end ); - enginetrace->TraceRay( ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr ); - + enginetrace->TraceRay(ray, MASK_SOLID_BRUSHONLY, &traceFilter, &tr); if ( tr.fraction < 0.5 ) { end = start + forward * (radius*0.5f); } else if ( tr.fraction <= 1.0f ) { - end = start + forward * ( distance - radius ); + end = start + forward * (distance - radius); } Vector playerMins, playerMaxs, nearest; - pPlayer->CollisionProp()->WorldSpaceAABB( &playerMins, &playerMaxs ); + pPlayer->CollisionProp()->WorldSpaceAABB(&playerMins, &playerMaxs); Vector playerLine = pPlayer->CollisionProp()->WorldSpaceCenter(); - CalcClosestPointOnLine( end, playerLine+Vector(0,0,playerMins.z), playerLine+Vector(0,0,playerMaxs.z), nearest, NULL ); - + CalcClosestPointOnLine(end, playerLine + Vector(0, 0, playerMins.z), playerLine + Vector(0, 0, playerMaxs.z), nearest, NULL); if( !m_bAllowObjectOverhead ) { Vector delta = end - nearest; @@ -2823,7 +2816,6 @@ bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) end = nearest + radius * delta; } } - //Show overlays of radius if ( g_debug_physcannon.GetBool() ) { @@ -2836,27 +2828,23 @@ bool CGrabController::UpdateObject( CBasePlayer *pPlayer, float flError ) true, 0.0f ); } - - QAngle angles = TransformAnglesFromPlayerSpace( m_attachedAnglesPlayerSpace, pPlayer ); - + QAngle angles = TransformAnglesFromPlayerSpace(m_attachedAnglesPlayerSpace, pPlayer); // If it has a preferred orientation, update to ensure we're still oriented correctly. - Pickup_GetPreferredCarryAngles( pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles ); - + Pickup_GetPreferredCarryAngles(pEntity, pPlayer, pPlayer->EntityToWorldTransform(), angles); // We may be holding a prop that has preferred carry angles if ( m_bHasPreferredCarryAngles ) { matrix3x4_t tmp; - ComputePlayerMatrix( pPlayer, tmp ); - angles = TransformAnglesToWorldSpace( m_vecPreferredCarryAngles, tmp ); + ComputePlayerMatrix(pPlayer, tmp); + angles = TransformAnglesToWorldSpace(m_vecPreferredCarryAngles, tmp); } matrix3x4_t attachedToWorld; Vector offset; AngleMatrix( angles, attachedToWorld ); - VectorRotate( m_attachedPositionObjectSpace, attachedToWorld, offset ); - - SetTargetPosition( end - offset, angles ); + VectorRotate(m_attachedPositionObjectSpace, attachedToWorld, offset); + SetTargetPosition(end - offset, angles); return true; } diff --git a/sp/src/game/server/hl2/weapon_shotgun.cpp b/sp/src/game/server/hl2/weapon_shotgun.cpp index 6b15d94f..d555381c 100644 --- a/sp/src/game/server/hl2/weapon_shotgun.cpp +++ b/sp/src/game/server/hl2/weapon_shotgun.cpp @@ -25,6 +25,7 @@ extern ConVar sk_auto_reload_time; extern ConVar sk_plr_num_shotgun_pellets; +extern ConVar chaos_no_reload; ConVar chaos_barrel_shotgun("chaos_barrel_shotgun", "0"); @@ -292,6 +293,8 @@ float CWeaponShotgun::GetFireRate() //----------------------------------------------------------------------------- bool CWeaponShotgun::StartReload( void ) { + if (chaos_no_reload.GetBool()) + return false; CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) @@ -338,6 +341,8 @@ bool CWeaponShotgun::StartReload( void ) bool CWeaponShotgun::Reload( void ) { // Check that StartReload was called first + if (chaos_no_reload.GetBool()) + return false; if (!m_bInReload) { Warning("ERROR: Shotgun Reload called incorrectly!\n"); diff --git a/sp/src/game/shared/baseentity_shared.cpp b/sp/src/game/shared/baseentity_shared.cpp index 783640df..0d2e79e5 100644 --- a/sp/src/game/shared/baseentity_shared.cpp +++ b/sp/src/game/shared/baseentity_shared.cpp @@ -1737,32 +1737,41 @@ void CBaseEntity::FireBullets( const FireBulletsInfo_t &info ) pBolt->SetAbsVelocity(vecDir * BOLT_AIR_VELOCITY); } }*/ + if (IsPlayer() && info.m_iShots > 1 && iShot % 2) + { + // Half of the shotgun pellets are hulls that make it easier to hit targets with the shotgun. + AI_TraceHull(info.m_vecSrc, vecEnd, Vector(-3, -3, -3), Vector(3, 3, 3), MASK_SHOT, &traceFilter, &tr); + } + else + { + AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr); + } #ifndef CLIENT_DLL //QAngle angAiming; //VectorAngles(vecEnd, angAiming); if (chaos_replace_bullets_with_grenades.GetBool()) { + Vector vecMins = -Vector(4, 4, 4); + Vector vecMaxs = Vector(4, 4, 4); float flForceScale = 80; float flForceFracBoost = 3; float flForce = max(pAmmoDef->NPCDamage(info.m_iAmmoType), max(pAmmoDef->PlrDamage(info.m_iAmmoType), max(info.m_iPlayerDamage, info.m_flDamage))) * flForceScale; //Msg("%0.1f * %0.1f = %0.1f\n", flForce / flForceScale, flForceScale, flForce); flForce *= flForceFracBoost; //Msg("* %0.1f = %0.1f\n", flForceFracBoost, flForce); + if (!IsPlayer()) + { + //NPCs need to be told to shoot upwards when fighting long range + Vector vecAimUp = VecCheckThrow(this, info.m_vecSrc, tr.endpos, flForce, 1.0, &vecMins, &vecMaxs); + if (vecAimUp != vec3_origin) + vecDir = vecAimUp; + } Fraggrenade_Create(info.m_vecSrc, vec3_angle, vecDir * flForce, AngularImpulse(600, random->RandomInt(-1200, 1200), 0), pAttacker, 3, false); iSeed++; continue; } #endif - if( IsPlayer() && info.m_iShots > 1 && iShot % 2 ) - { - // Half of the shotgun pellets are hulls that make it easier to hit targets with the shotgun. - AI_TraceHull( info.m_vecSrc, vecEnd, Vector( -3, -3, -3 ), Vector( 3, 3, 3 ), MASK_SHOT, &traceFilter, &tr ); - } - else - { - AI_TraceLine(info.m_vecSrc, vecEnd, MASK_SHOT, &traceFilter, &tr); - } // Tracker 70354/63250: ywb 8/2/07 // Fixes bug where trace from turret with attachment point outside of Vcollide // starts solid so doesn't hit anything else in the world and the final coord diff --git a/thirdpartylegalnotices.txt b/thirdpartylegalnotices.txt new file mode 100644 index 00000000..126ea8ce --- /dev/null +++ b/thirdpartylegalnotices.txt @@ -0,0 +1,870 @@ +The Source engine and Valve games use Third Party code for certain functions. 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In no event shall Info-ZIP or its contributors be held liable + // for any direct, indirect, incidental, special or consequential damages + // arising out of the use of or inability to use this software. + // + // Permission is granted to anyone to use this software for any purpose, + // including commercial applications, and to alter it and redistribute it + // freely, subject to the following restrictions: + // + // 1. Redistributions of source code must retain the above copyright notice, + // definition, disclaimer, and this list of conditions. + // + // 2. Redistributions in binary form (compiled executables) must reproduce + // the above copyright notice, definition, disclaimer, and this list of + // conditions in documentation and/or other materials provided with the + // distribution. The sole exception to this condition is redistribution + // of a standard UnZipSFX binary as part of a self-extracting archive; + // that is permitted without inclusion of this license, as long as the + // normal UnZipSFX banner has not been removed from the binary or disabled. + // + // 3. Altered versions--including, but not limited to, ports to new + // operating systems, existing ports with new graphical interfaces, and + // dynamic, shared, or static library versions--must be plainly marked + // as such and must not be misrepresented as being the original source. + // Such altered versions also must not be misrepresented as being + // Info-ZIP releases--including, but not limited to, labeling of the + // altered versions with the names "Info-ZIP" (or any variation thereof, + // including, but not limited to, different capitalizations), + // "Pocket UnZip", "WiZ" or "MacZip" without the explicit permission of + // Info-ZIP. Such altered versions are further prohibited from + // misrepresentative use of the Zip-Bugs or Info-ZIP e-mail addresses or + // of the Info-ZIP URL(s). + // + // 4. Info-ZIP retains the right to use the names "Info-ZIP", "Zip", "UnZip", + // "UnZipSFX", "WiZ", "Pocket UnZip", "Pocket Zip", and "MacZip" for its + // own source and binary releases. + // + /////////////////////////////////////////////////////////////////////////////// + +************************************************************************************ +JPEG image support: +************************************************************************************ + + The Source engine and SDK also make use of library functions for working with .jpg + files. Specifically, the Source engine jpeg library is based in part on the work of + the Independent JPEG Group (IJG). The original source code and project files for the IJG's + JPEG libraries may be found at: http://www.ijg.org/files/jpegsrc.v6b.tar.gz + + The following is the README. File from that archive and is produced in accordance with the legal + notices required by the library: + + The Independent JPEG Group's JPEG software + ========================================== + + README for release 6b of 27-Mar-1998 + ==================================== + + This distribution contains the sixth public release of the Independent JPEG + Group's free JPEG software. You are welcome to redistribute this software and + to use it for any purpose, subject to the conditions under LEGAL ISSUES, below. + + Serious users of this software (particularly those incorporating it into + larger programs) should contact IJG at jpeg-info@uunet.uu.net to be added to + our electronic mailing list. Mailing list members are notified of updates + and have a chance to participate in technical discussions, etc. + + This software is the work of Tom Lane, Philip Gladstone, Jim Boucher, + Lee Crocker, Julian Minguillon, Luis Ortiz, George Phillips, Davide Rossi, + Guido Vollbeding, Ge' Weijers, and other members of the Independent JPEG + Group. + + IJG is not affiliated with the official ISO JPEG standards committee. + + + DOCUMENTATION ROADMAP + ===================== + + This file contains the following sections: + + OVERVIEW General description of JPEG and the IJG software. + LEGAL ISSUES Copyright, lack of warranty, terms of distribution. + REFERENCES Where to learn more about JPEG. + ARCHIVE LOCATIONS Where to find newer versions of this software. + RELATED SOFTWARE Other stuff you should get. + FILE FORMAT WARS Software *not* to get. + TO DO Plans for future IJG releases. + + Other documentation files in the distribution are: + + User documentation: + install.doc How to configure and install the IJG software. + usage.doc Usage instructions for cjpeg, djpeg, jpegtran, + rdjpgcom, and wrjpgcom. + *.1 Unix-style man pages for programs (same info as usage.doc). + wizard.doc Advanced usage instructions for JPEG wizards only. + change.log Version-to-version change highlights. + Programmer and internal documentation: + libjpeg.doc How to use the JPEG library in your own programs. + example.c Sample code for calling the JPEG library. + structure.doc Overview of the JPEG library's internal structure. + filelist.doc Road map of IJG files. + coderules.doc Coding style rules --- please read if you contribute code. + + Please read at least the files install.doc and usage.doc. Useful information + can also be found in the JPEG FAQ (Frequently Asked Questions) article. See + ARCHIVE LOCATIONS below to find out where to obtain the FAQ article. + + If you want to understand how the JPEG code works, we suggest reading one or + more of the REFERENCES, then looking at the documentation files (in roughly + the order listed) before diving into the code. + + + OVERVIEW + ======== + + This package contains C software to implement JPEG image compression and + decompression. JPEG (pronounced "jay-peg") is a standardized compression + method for full-color and gray-scale images. JPEG is intended for compressing + "real-world" scenes; line drawings, cartoons and other non-realistic images + are not its strong suit. JPEG is lossy, meaning that the output image is not + exactly identical to the input image. Hence you must not use JPEG if you + have to have identical output bits. However, on typical photographic images, + very good compression levels can be obtained with no visible change, and + remarkably high compression levels are possible if you can tolerate a + low-quality image. For more details, see the references, or just experiment + with various compression settings. + + This software implements JPEG baseline, extended-sequential, and progressive + compression processes. Provision is made for supporting all variants of these + processes, although some uncommon parameter settings aren't implemented yet. + For legal reasons, we are not distributing code for the arithmetic-coding + variants of JPEG; see LEGAL ISSUES. We have made no provision for supporting + the hierarchical or lossless processes defined in the standard. + + We provide a set of library routines for reading and writing JPEG image files, + plus two sample applications "cjpeg" and "djpeg", which use the library to + perform conversion between JPEG and some other popular image file formats. + The library is intended to be reused in other applications. + + In order to support file conversion and viewing software, we have included + considerable functionality beyond the bare JPEG coding/decoding capability; + for example, the color quantization modules are not strictly part of JPEG + decoding, but they are essential for output to colormapped file formats or + colormapped displays. These extra functions can be compiled out of the + library if not required for a particular application. We have also included + "jpegtran", a utility for lossless transcoding between different JPEG + processes, and "rdjpgcom" and "wrjpgcom", two simple applications for + inserting and extracting textual comments in JFIF files. + + The emphasis in designing this software has been on achieving portability and + flexibility, while also making it fast enough to be useful. In particular, + the software is not intended to be read as a tutorial on JPEG. (See the + REFERENCES section for introductory material.) Rather, it is intended to + be reliable, portable, industrial-strength code. We do not claim to have + achieved that goal in every aspect of the software, but we strive for it. + + We welcome the use of this software as a component of commercial products. + No royalty is required, but we do ask for an acknowledgement in product + documentation, as described under LEGAL ISSUES. + + + LEGAL ISSUES + ============ + + In plain English: + + 1. We don't promise that this software works. (But if you find any bugs, + please let us know!) + 2. You can use this software for whatever you want. You don't have to pay us. + 3. You may not pretend that you wrote this software. If you use it in a + program, you must acknowledge somewhere in your documentation that + you've used the IJG code. + + In legalese: + + The authors make NO WARRANTY or representation, either express or implied, + with respect to this software, its quality, accuracy, merchantability, or + fitness for a particular purpose. This software is provided "AS IS", and you, + its user, assume the entire risk as to its quality and accuracy. + + This software is copyright (C) 1991-1998, Thomas G. Lane. + All Rights Reserved except as specified below. + + Permission is hereby granted to use, copy, modify, and distribute this + software (or portions thereof) for any purpose, without fee, subject to these + conditions: + (1) If any part of the source code for this software is distributed, then this + README file must be included, with this copyright and no-warranty notice + unaltered; and any additions, deletions, or changes to the original files + must be clearly indicated in accompanying documentation. + (2) If only executable code is distributed, then the accompanying + documentation must state that "this software is based in part on the work of + the Independent JPEG Group". + (3) Permission for use of this software is granted only if the user accepts + full responsibility for any undesirable consequences; the authors accept + NO LIABILITY for damages of any kind. + + These conditions apply to any software derived from or based on the IJG code, + not just to the unmodified library. If you use our work, you ought to + acknowledge us. + + Permission is NOT granted for the use of any IJG author's name or company name + in advertising or publicity relating to this software or products derived from + it. This software may be referred to only as "the Independent JPEG Group's + software". + + We specifically permit and encourage the use of this software as the basis of + commercial products, provided that all warranty or liability claims are + assumed by the product vendor. + + + ansi2knr.c is included in this distribution by permission of L. Peter Deutsch, + sole proprietor of its copyright holder, Aladdin Enterprises of Menlo Park, CA. + ansi2knr.c is NOT covered by the above copyright and conditions, but instead + by the usual distribution terms of the Free Software Foundation; principally, + that you must include source code if you redistribute it. (See the file + ansi2knr.c for full details.) However, since ansi2knr.c is not needed as part + of any program generated from the IJG code, this does not limit you more than + the foregoing paragraphs do. + + The Unix configuration script "configure" was produced with GNU Autoconf. + It is copyright by the Free Software Foundation but is freely distributable. + The same holds for its supporting scripts (config.guess, config.sub, + ltconfig, ltmain.sh). Another support script, install-sh, is copyright + by M.I.T. but is also freely distributable. + + It appears that the arithmetic coding option of the JPEG spec is covered by + patents owned by IBM, AT&T, and Mitsubishi. Hence arithmetic coding cannot + legally be used without obtaining one or more licenses. For this reason, + support for arithmetic coding has been removed from the free JPEG software. + (Since arithmetic coding provides only a marginal gain over the unpatented + Huffman mode, it is unlikely that very many implementations will support it.) + So far as we are aware, there are no patent restrictions on the remaining + code. + + The IJG distribution formerly included code to read and write GIF files. + To avoid entanglement with the Unisys LZW patent, GIF reading support has + been removed altogether, and the GIF writer has been simplified to produce + "uncompressed GIFs". This technique does not use the LZW algorithm; the + resulting GIF files are larger than usual, but are readable by all standard + GIF decoders. + + We are required to state that + "The Graphics Interchange Format(c) is the Copyright property of + CompuServe Incorporated. GIF(sm) is a Service Mark property of + CompuServe Incorporated." + + + REFERENCES + ========== + + We highly recommend reading one or more of these references before trying to + understand the innards of the JPEG software. + + The best short technical introduction to the JPEG compression algorithm is + Wallace, Gregory K. "The JPEG Still Picture Compression Standard", + Communications of the ACM, April 1991 (vol. 34 no. 4), pp. 30-44. + (Adjacent articles in that issue discuss MPEG motion picture compression, + applications of JPEG, and related topics.) If you don't have the CACM issue + handy, a PostScript file containing a revised version of Wallace's article is + available at ftp://ftp.uu.net/graphics/jpeg/wallace.ps.gz. The file (actually + a preprint for an article that appeared in IEEE Trans. Consumer Electronics) + omits the sample images that appeared in CACM, but it includes corrections + and some added material. Note: the Wallace article is copyright ACM and IEEE, + and it may not be used for commercial purposes. + + A somewhat less technical, more leisurely introduction to JPEG can be found in + "The Data Compression Book" by Mark Nelson and Jean-loup Gailly, published by + M&T Books (New York), 2nd ed. 1996, ISBN 1-55851-434-1. This book provides + good explanations and example C code for a multitude of compression methods + including JPEG. It is an excellent source if you are comfortable reading C + code but don't know much about data compression in general. The book's JPEG + sample code is far from industrial-strength, but when you are ready to look + at a full implementation, you've got one here... + + The best full description of JPEG is the textbook "JPEG Still Image Data + Compression Standard" by William B. Pennebaker and Joan L. Mitchell, published + by Van Nostrand Reinhold, 1993, ISBN 0-442-01272-1. Price US$59.95, 638 pp. + The book includes the complete text of the ISO JPEG standards (DIS 10918-1 + and draft DIS 10918-2). This is by far the most complete exposition of JPEG + in existence, and we highly recommend it. + + The JPEG standard itself is not available electronically; you must order a + paper copy through ISO or ITU. (Unless you feel a need to own a certified + official copy, we recommend buying the Pennebaker and Mitchell book instead; + it's much cheaper and includes a great deal of useful explanatory material.) + In the USA, copies of the standard may be ordered from ANSI Sales at (212) + 642-4900, or from Global Engineering Documents at (800) 854-7179. (ANSI + doesn't take credit card orders, but Global does.) It's not cheap: as of + 1992, ANSI was charging $95 for Part 1 and $47 for Part 2, plus 7% + shipping/handling. The standard is divided into two parts, Part 1 being the + actual specification, while Part 2 covers compliance testing methods. Part 1 + is titled "Digital Compression and Coding of Continuous-tone Still Images, + Part 1: Requirements and guidelines" and has document numbers ISO/IEC IS + 10918-1, ITU-T T.81. Part 2 is titled "Digital Compression and Coding of + Continuous-tone Still Images, Part 2: Compliance testing" and has document + numbers ISO/IEC IS 10918-2, ITU-T T.83. + + Some extensions to the original JPEG standard are defined in JPEG Part 3, + a newer ISO standard numbered ISO/IEC IS 10918-3 and ITU-T T.84. IJG + currently does not support any Part 3 extensions. + + The JPEG standard does not specify all details of an interchangeable file + format. For the omitted details we follow the "JFIF" conventions, revision + 1.02. A copy of the JFIF spec is available from: + Literature Department + C-Cube Microsystems, Inc. + 1778 McCarthy Blvd. + Milpitas, CA 95035 + phone (408) 944-6300, fax (408) 944-6314 + A PostScript version of this document is available by FTP at + ftp://ftp.uu.net/graphics/jpeg/jfif.ps.gz. There is also a plain text + version at ftp://ftp.uu.net/graphics/jpeg/jfif.txt.gz, but it is missing + the figures. + + The TIFF 6.0 file format specification can be obtained by FTP from + ftp://ftp.sgi.com/graphics/tiff/TIFF6.ps.gz. The JPEG incorporation scheme + found in the TIFF 6.0 spec of 3-June-92 has a number of serious problems. + IJG does not recommend use of the TIFF 6.0 design (TIFF Compression tag 6). + Instead, we recommend the JPEG design proposed by TIFF Technical Note #2 + (Compression tag 7). Copies of this Note can be obtained from ftp.sgi.com or + from ftp://ftp.uu.net/graphics/jpeg/. It is expected that the next revision + of the TIFF spec will replace the 6.0 JPEG design with the Note's design. + Although IJG's own code does not support TIFF/JPEG, the free libtiff library + uses our library to implement TIFF/JPEG per the Note. libtiff is available + from ftp://ftp.sgi.com/graphics/tiff/. + + + ARCHIVE LOCATIONS + ================= + + The "official" archive site for this software is ftp.uu.net (Internet + address 192.48.96.9). The most recent released version can always be found + there in directory graphics/jpeg. This particular version will be archived + as ftp://ftp.uu.net/graphics/jpeg/jpegsrc.v6b.tar.gz. If you don't have + direct Internet access, UUNET's archives are also available via UUCP; contact + help@uunet.uu.net for information on retrieving files that way. + + Numerous Internet sites maintain copies of the UUNET files. However, only + ftp.uu.net is guaranteed to have the latest official version. + + You can also obtain this software in DOS-compatible "zip" archive format from + the SimTel archives (ftp://ftp.simtel.net/pub/simtelnet/msdos/graphics/), or + on CompuServe in the Graphics Support forum (GO CIS:GRAPHSUP), library 12 + "JPEG Tools". Again, these versions may sometimes lag behind the ftp.uu.net + release. + + The JPEG FAQ (Frequently Asked Questions) article is a useful source of + general information about JPEG. It is updated constantly and therefore is + not included in this distribution. The FAQ is posted every two weeks to + Usenet newsgroups comp.graphics.misc, news.answers, and other groups. + It is available on the World Wide Web at http://www.faqs.org/faqs/jpeg-faq/ + and other news.answers archive sites, including the official news.answers + archive at rtfm.mit.edu: ftp://rtfm.mit.edu/pub/usenet/news.answers/jpeg-faq/. + If you don't have Web or FTP access, send e-mail to mail-server@rtfm.mit.edu + with body + send usenet/news.answers/jpeg-faq/part1 + send usenet/news.answers/jpeg-faq/part2 + + + RELATED SOFTWARE + ================ + + Numerous viewing and image manipulation programs now support JPEG. (Quite a + few of them use this library to do so.) The JPEG FAQ described above lists + some of the more popular free and shareware viewers, and tells where to + obtain them on Internet. + + If you are on a Unix machine, we highly recommend Jef Poskanzer's free + PBMPLUS software, which provides many useful operations on PPM-format image + files. In particular, it can convert PPM images to and from a wide range of + other formats, thus making cjpeg/djpeg considerably more useful. The latest + version is distributed by the NetPBM group, and is available from numerous + sites, notably ftp://wuarchive.wustl.edu/graphics/graphics/packages/NetPBM/. + Unfortunately PBMPLUS/NETPBM is not nearly as portable as the IJG software is; + you are likely to have difficulty making it work on any non-Unix machine. + + A different free JPEG implementation, written by the PVRG group at Stanford, + is available from ftp://havefun.stanford.edu/pub/jpeg/. This program + is designed for research and experimentation rather than production use; + it is slower, harder to use, and less portable than the IJG code, but it + is easier to read and modify. Also, the PVRG code supports lossless JPEG, + which we do not. (On the other hand, it doesn't do progressive JPEG.) + + + FILE FORMAT WARS + ================ + + Some JPEG programs produce files that are not compatible with our library. + The root of the problem is that the ISO JPEG committee failed to specify a + concrete file format. Some vendors "filled in the blanks" on their own, + creating proprietary formats that no one else could read. (For example, none + of the early commercial JPEG implementations for the Macintosh were able to + exchange compressed files.) + + The file format we have adopted is called JFIF (see REFERENCES). This format + has been agreed to by a number of major commercial JPEG vendors, and it has + become the de facto standard. JFIF is a minimal or "low end" representation. + We recommend the use of TIFF/JPEG (TIFF revision 6.0 as modified by TIFF + Technical Note #2) for "high end" applications that need to record a lot of + additional data about an image. TIFF/JPEG is fairly new and not yet widely + supported, unfortunately. + + The upcoming JPEG Part 3 standard defines a file format called SPIFF. + SPIFF is interoperable with JFIF, in the sense that most JFIF decoders should + be able to read the most common variant of SPIFF. SPIFF has some technical + advantages over JFIF, but its major claim to fame is simply that it is an + official standard rather than an informal one. At this point it is unclear + whether SPIFF will supersede JFIF or whether JFIF will remain the de-facto + standard. IJG intends to support SPIFF once the standard is frozen, but we + have not decided whether it should become our default output format or not. + (In any case, our decoder will remain capable of reading JFIF indefinitely.) + + Various proprietary file formats incorporating JPEG compression also exist. + We have little or no sympathy for the existence of these formats. Indeed, + one of the original reasons for developing this free software was to help + force convergence on common, open format standards for JPEG files. Don't + use a proprietary file format! + + + TO DO + ===== + + The major thrust for v7 will probably be improvement of visual quality. + The current method for scaling the quantization tables is known not to be + very good at low Q values. We also intend to investigate block boundary + smoothing, "poor man's variable quantization", and other means of improving + quality-vs-file-size performance without sacrificing compatibility. + + In future versions, we are considering supporting some of the upcoming JPEG + Part 3 extensions --- principally, variable quantization and the SPIFF file + format. + + As always, speeding things up is of great interest. + + Please send bug reports, offers of help, etc. to jpeg-info@uunet.uu.net. + +************************************************************************************ +Celt Codec: +************************************************************************************ + + Copyright 2001-2009 Jean-Marc Valin, Timothy B. Terriberry, + CSIRO, and other contributors + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions + are met: + + - Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + - Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. 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Copyright 2012 Autodesk, Inc. + All rights, reserved. Such code is provided “as is” and Autodesk, Inc. disclaims any and all warranties, + whether express or implied, including without limitation the implied warranties of merchantability, fitness for a + particular purpose or non-infringement of third party rights. In no event shall Autodesk, Inc. be liable for any + direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, + procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however + caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or + otherwise) arising in any way out of such code.” + +************************************************************************************ +OpenSSL: +************************************************************************************ + + * This product includes software developed by the OpenSSL Project + * for use in the OpenSSL Toolkit. (http://www.openssl.org/) + * This product includes cryptographic software written by Eric Young + * (eay@cryptsoft.com). This product includes software written by Tim + * Hudson (tjh@cryptsoft.com). + /* ==================================================================== + * Copyright (c) 1998-2008 The OpenSSL Project. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in + * the documentation and/or other materials provided with the + * distribution. + * + * 3. All advertising materials mentioning features or use of this + * software must display the following acknowledgment: + * "This product includes software developed by the OpenSSL Project + * for use in the OpenSSL Toolkit. (http://www.openssl.org/)" + * + * 4. The names "OpenSSL Toolkit" and "OpenSSL Project" must not be + used to + * endorse or promote products derived from this software without + * prior written permission. For written permission, please contact + * openssl-core@openssl.org. + * + * 5. Products derived from this software may not be called "OpenSSL" + * nor may "OpenSSL" appear in their names without prior written + * permission of the OpenSSL Project. + * + * 6. Redistributions of any form whatsoever must retain the following + * acknowledgment: + * "This product includes software developed by the OpenSSL Project + * for use in the OpenSSL Toolkit (http://www.openssl.org/)" + * + * THIS SOFTWARE IS PROVIDED BY THE OpenSSL PROJECT ``AS IS'' AND ANY + * EXPRESSED OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE OpenSSL PROJECT OR + * ITS CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT + * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) + * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, + * STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED + * OF THE POSSIBILITY OF SUCH DAMAGE. + * ==================================================================== + * + * + */ + + + /* Copyright (C) 1995-1998 Eric Young (eay@cryptsoft.com) + * All rights reserved. + * + * This package is an SSL implementation written + * by Eric Young (eay@cryptsoft.com). + * The implementation was written so as to conform with Netscapes SSL. + * + * This library is free for commercial and non-commercial use as long as + * the following conditions are aheared to. The following conditions + * apply to all code found in this distribution, be it the RC4, RSA, + * lhash, DES, etc., code; not just the SSL code. The SSL documentation + * included with this distribution is covered by the same copyright terms + * except that the holder is Tim Hudson (tjh@cryptsoft.com). + * + * Copyright remains Eric Young's, and as such any Copyright notices in + * the code are not to be removed. + * If this package is used in a product, Eric Young should be given attribution + * as the author of the parts of the library used. + * This can be in the form of a textual message at program startup or + * in documentation (online or textual) provided with the package. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. All advertising materials mentioning features or use of this software + * must display the following acknowledgement: + * "This product includes cryptographic software written by + * Eric Young (eay@cryptsoft.com)" + * The word 'cryptographic' can be left out if the rouines from the library + * being used are not cryptographic related :-). + * 4. If you include any Windows specific code (or a derivative thereof) from + * the apps directory (application code) you must include an + acknowledgement: + * "This product includes software written by Tim Hudson + (tjh@cryptsoft.com)" + * + * THIS SOFTWARE IS PROVIDED BY ERIC YOUNG ``AS IS'' AND + * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE + * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL + * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS + * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) + * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT + * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY + * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF + * SUCH DAMAGE. + * + * The licence and distribution terms for any publically available version or + * derivative of this code cannot be changed. i.e. this code cannot simply be + * copied and put under another distribution licence + * [including the GNU Public Licence.] + */ + +************************************************************************************ +Google protocol buffers +************************************************************************************ + + // Protocol Buffers - Google's data interchange format + // Copyright 2008 Google Inc. All rights reserved. + // http://code.google.com/p/protobuf/ + // + // Redistribution and use in source and binary forms, with or without + // modification, are permitted provided that the following conditions are + // met: + // + // * Redistributions of source code must retain the above copyright + // notice, this list of conditions and the following disclaimer. + // * Redistributions in binary form must reproduce the above + // copyright notice, this list of conditions and the following disclaimer + // in the documentation and/or other materials provided with the + // distribution. + // * Neither the name of Google Inc. nor the names of its + // contributors may be used to endorse or promote products derived from + // this software without specific prior written permission. + // + // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + // Author: kenton@google.com (Kenton Varda) + // Based on original Protocol Buffers design by + // Sanjay Ghemawat, Jeff Dean, and others. + +************************************************************************************ +Google Snappy +************************************************************************************ + + // Copyright 2005 Google Inc. All Rights Reserved. + // + // Redistribution and use in source and binary forms, with or without + // modification, are permitted provided that the following conditions are + // met: + // + // * Redistributions of source code must retain the above copyright + // notice, this list of conditions and the following disclaimer. + // * Redistributions in binary form must reproduce the above + // copyright notice, this list of conditions and the following disclaimer + // in the documentation and/or other materials provided with the + // distribution. + // * Neither the name of Google Inc. nor the names of its + // contributors may be used to endorse or promote products derived from + // this software without specific prior written permission. + // + // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.