O
Optikfusion
Guest
Quoted from other people and after actually doing some homework this is indeed a large hoax.
Thank god it's a hoax.
again here is a repost of qckbeam (or something )
originally written by Qckbeam:
Ok, this bit of code is taken from the Half-Life SDK v2.3:
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
And this is taken from the supposed Half-Life 2 SDK, from the npc_combine file:
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has
// started moving.
It's fake. Someone took the HL1 SDK and reworked it to make it look like the Half-Life 2 SDK
Heres another comment from the HL1 SDK:
// ISoundMask - Overidden for human grunts because they
// hear the DANGER sound that is made by hand grenades and
// other dangerous items.
And here is it's somewhat edited twin in the supposed Half-Life 2 SDK
Purpose: Overidden for human grunts because they hear the DANGER sound
As you can see the author of the fake SDK went ahead and changed some stuff here and there to make it look like the Half-Life 2 SDK. There is more but I'm not going to post it all here.
Edit: ok I'm going to say this too. The npc_combine file (which is part of the supposed HL2 SDK) and the hgrunt file from the HL1 SDK are very, very similar. That means that either A) Valve decided to basically reuse the Half-Life 1 SDK only making minor changes here and there, or that B) Some guy with a knowledge of programming went out and changed the files from the HL1 SDK to make them look like the files from the Half-Life 2 SDK.
Also, code was posted earlier showing the rendering engine for Half-Life 2 making OpenGl calls. Since Half-Life2 does NOT use OpenGl in any way, that code is false. Made up. Here is the code from this supposed HL2 code, it's found in a folder called glquake.h (suspicious):
#ifndef GLQUAKE_H
#define GLQUAKE_H
#pragma once
#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
#include "basetypes.h"
#include "quakedef.h"
#include "render.h"
#include "client.h"
#include "materialsystem/imaterialvar.h"
#include "bspfile.h"
Also from glquake.h
extern ConVar r_norefresh;
extern ConVar r_speeds;
extern ConVar r_speedsquiet;
extern ConVar r_lightmapcolorscale;
extern ConVar r_decals;
extern ConVar mp_decals;
extern ConVar r_lightmap;
extern ConVar r_lightstyle;
extern ConVar r_dynamic;
That just wouldn't be in Half-Life 2 code, it's quake code.
Thank god it's a hoax.