Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Jeffrey \"botman\" Broome

David Kiger wrote:

But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head.  It's not like there's
an equal chance to hit any hitbox relative to the hitbox's size.


Right.  In any game, the percentage of headshot kills comes from a
combination of factors:

- How accurate are the weapons? (can you hit what you are aiming at)
- Do headshots do more damage than bodyshots? (why aim at the head (a
smaller target) than the body unless shots to the head actually do more
damage)
- Are players AWARE that headshots do more damage than bodyshots? (if
players aren't aware that headshots do more damage than bodyshots, they
will probably aim for the body since it will be easier to hit)
- How easy is it for the player to keep his weapon aimed at the head?
(i.e. if there is uncontrollable weapon sway, is there some method to
"hold your breath" to steady the weapon, especially true for sniper rifles)

In the case of Half-Life mods, all of these factors are controlled by
the mod code (not the engine code).

The other factor that's not controlled by the game engine or the mod
code is how skilled is the player in using their
mouse/keyboard/controller to aim his weapons.  Auto-aiming systems can
help here (especially on console gaming systems), but you don't want the
game code to completely take over the task of aiming the weapon
otherwise it's no fun for the player.

--
Jeffrey "botman" Broome

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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Tony \"omega\" Sergi
Headshot kills are more frequent in CSS, because it only takes like 1
headshot to kill, whereas the whole rest of the body takes a lot more
damage.

So logically, random or not, if you're spraying and praying, or aiming
toward the head, as long as one shot makes contact, it's gonna be a headshot
kill, therefore, you're going to get more headshot kills.

Plus it is easier to hit the head in CSS, for various reasons, than it was
in old CS. Granted, the percentages are probably around the same for cs1.x
as well.

Meh.


--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
> -Original Message-
> From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
> Sent: August 23, 2006 10:42 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
>
> --
> [ Picked text/plain from multipart/alternative ]
> First of all: You will probably need to look at the size of the head in
> the
> hitbox of the model because the bullets are randomly according to the
> shotmanipulator. And I doubt that Valve changed it so it aims for the
> head.
>
> For more information about the shotmanipulator, see
> CBaseEntity::FireBullets
> in baseentity_shared.cpp and shot_manipulator.h. Of course the CSS code is
> different but probably not so much.
>
> On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> >
> > So the source where this occurs is specific to CSS?
> >
> > Thanks,
> > Michael
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Wednesday, August 23, 2006 10:20 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
> >
> > --
> > [ Picked text/plain from multipart/alternative ] The CSS code isn't
> > available
> >
> > On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > >
> > > I don't really care about the size of the hitbox. Because if it is
> > > roughly the size of the model's head, there is no problem. I want to
> > > know where the code determines where bullets go and how they hit
> > > something.
> > >
> > > Is a hitbox a bounding sphere/box/poly and rays are shot from the
> > > weapon to determine if they intersect? That kind of stuff. There is
> > > randomness in the shot spread, so where is that randomness made?
> > >
> > > Valve-only code or is it buried in the SDK somewhere? That is the main
> >
> > > question I have.
> > >
> > > Thanks,
> > > Michael
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of David
> > > Kiger
> > > Sent: Wednesday, August 23, 2006 9:32 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
> > >
> > > I assume you're questioning the size of the head hitbox?  If so, this
> > > isn't exactly a good way to do it...
> > >
> > > But in any case, I'd wager that the main reason that many kills are
> > > headshots is because people aim for the head.  It's not like there's
> > > an equal chance to hit any hitbox relative to the hitbox's size.
> > >
> > >
> > > On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > > > I went to sharedstats.com and took the top 10 players and some
> > > > middle players (451-460) and averaged their headshots per kill
> > > > percentage (they were suprisingly close, around 5% difference).
> > > >
> > > > The number came out to 45%! Nearly half of all kills are a result of
> >
> > > > headshots...
> > > >
> > > > So, here are my questions:
> > > >
> > > > 1.  Doesn't this percentage seem too high?
> > > > 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
> >
> > > > other mods) 3.  In what part of the code are hit locations
> > determined?
> > >
> > > > (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> > > > good place to start to look for the reason the percentage is so
> > high?
> > > >
> > > > Thanks,
> > > > Michael
> > > >
> > > > _

Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
First of all: You will probably need to look at the size of the head in the
hitbox of the model because the bullets are randomly according to the
shotmanipulator. And I doubt that Valve changed it so it aims for the head.

For more information about the shotmanipulator, see CBaseEntity::FireBullets
in baseentity_shared.cpp and shot_manipulator.h. Of course the CSS code is
different but probably not so much.

On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
>
> So the source where this occurs is specific to CSS?
>
> Thanks,
> Michael
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 23, 2006 10:20 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
>
> --
> [ Picked text/plain from multipart/alternative ] The CSS code isn't
> available
>
> On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> >
> > I don't really care about the size of the hitbox. Because if it is
> > roughly the size of the model's head, there is no problem. I want to
> > know where the code determines where bullets go and how they hit
> > something.
> >
> > Is a hitbox a bounding sphere/box/poly and rays are shot from the
> > weapon to determine if they intersect? That kind of stuff. There is
> > randomness in the shot spread, so where is that randomness made?
> >
> > Valve-only code or is it buried in the SDK somewhere? That is the main
>
> > question I have.
> >
> > Thanks,
> > Michael
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of David
> > Kiger
> > Sent: Wednesday, August 23, 2006 9:32 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
> >
> > I assume you're questioning the size of the head hitbox?  If so, this
> > isn't exactly a good way to do it...
> >
> > But in any case, I'd wager that the main reason that many kills are
> > headshots is because people aim for the head.  It's not like there's
> > an equal chance to hit any hitbox relative to the hitbox's size.
> >
> >
> > On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > > I went to sharedstats.com and took the top 10 players and some
> > > middle players (451-460) and averaged their headshots per kill
> > > percentage (they were suprisingly close, around 5% difference).
> > >
> > > The number came out to 45%! Nearly half of all kills are a result of
>
> > > headshots...
> > >
> > > So, here are my questions:
> > >
> > > 1.  Doesn't this percentage seem too high?
> > > 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
>
> > > other mods) 3.  In what part of the code are hit locations
> determined?
> >
> > > (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> > > good place to start to look for the reason the percentage is so
> high?
> > >
> > > Thanks,
> > > Michael
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Yes, just as the weapon/damage code is specific to any mod.

On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
>
> So the source where this occurs is specific to CSS?
>
> Thanks,
> Michael
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 23, 2006 10:20 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
>
> --
> [ Picked text/plain from multipart/alternative ] The CSS code isn't
> available
>
> On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> >
> > I don't really care about the size of the hitbox. Because if it is
> > roughly the size of the model's head, there is no problem. I want to
> > know where the code determines where bullets go and how they hit
> > something.
> >
> > Is a hitbox a bounding sphere/box/poly and rays are shot from the
> > weapon to determine if they intersect? That kind of stuff. There is
> > randomness in the shot spread, so where is that randomness made?
> >
> > Valve-only code or is it buried in the SDK somewhere? That is the main
>
> > question I have.
> >
> > Thanks,
> > Michael
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of David
> > Kiger
> > Sent: Wednesday, August 23, 2006 9:32 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
> >
> > I assume you're questioning the size of the head hitbox?  If so, this
> > isn't exactly a good way to do it...
> >
> > But in any case, I'd wager that the main reason that many kills are
> > headshots is because people aim for the head.  It's not like there's
> > an equal chance to hit any hitbox relative to the hitbox's size.
> >
> >
> > On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > > I went to sharedstats.com and took the top 10 players and some
> > > middle players (451-460) and averaged their headshots per kill
> > > percentage (they were suprisingly close, around 5% difference).
> > >
> > > The number came out to 45%! Nearly half of all kills are a result of
>
> > > headshots...
> > >
> > > So, here are my questions:
> > >
> > > 1.  Doesn't this percentage seem too high?
> > > 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
>
> > > other mods) 3.  In what part of the code are hit locations
> determined?
> >
> > > (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> > > good place to start to look for the reason the percentage is so
> high?
> > >
> > > Thanks,
> > > Michael
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
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> please visit:
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>
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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
So the source where this occurs is specific to CSS?

Thanks,
Michael

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 23, 2006 10:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

--
[ Picked text/plain from multipart/alternative ] The CSS code isn't
available

On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
>
> I don't really care about the size of the hitbox. Because if it is
> roughly the size of the model's head, there is no problem. I want to
> know where the code determines where bullets go and how they hit
> something.
>
> Is a hitbox a bounding sphere/box/poly and rays are shot from the
> weapon to determine if they intersect? That kind of stuff. There is
> randomness in the shot spread, so where is that randomness made?
>
> Valve-only code or is it buried in the SDK somewhere? That is the main

> question I have.
>
> Thanks,
> Michael
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David
> Kiger
> Sent: Wednesday, August 23, 2006 9:32 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
>
> I assume you're questioning the size of the head hitbox?  If so, this
> isn't exactly a good way to do it...
>
> But in any case, I'd wager that the main reason that many kills are
> headshots is because people aim for the head.  It's not like there's
> an equal chance to hit any hitbox relative to the hitbox's size.
>
>
> On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > I went to sharedstats.com and took the top 10 players and some
> > middle players (451-460) and averaged their headshots per kill
> > percentage (they were suprisingly close, around 5% difference).
> >
> > The number came out to 45%! Nearly half of all kills are a result of

> > headshots...
> >
> > So, here are my questions:
> >
> > 1.  Doesn't this percentage seem too high?
> > 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or

> > other mods) 3.  In what part of the code are hit locations
determined?
>
> > (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> > good place to start to look for the reason the percentage is so
high?
> >
> > Thanks,
> > Michael
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
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>
>
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> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
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>
>
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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
The CSS code isn't available

On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
>
> I don't really care about the size of the hitbox. Because if it is
> roughly the size of the model's head, there is no problem. I want to
> know where the code determines where bullets go and how they hit
> something.
>
> Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon
> to determine if they intersect? That kind of stuff. There is randomness
> in the shot spread, so where is that randomness made?
>
> Valve-only code or is it buried in the SDK somewhere? That is the main
> question I have.
>
> Thanks,
> Michael
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
> Sent: Wednesday, August 23, 2006 9:32 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
>
> I assume you're questioning the size of the head hitbox?  If so, this
> isn't exactly a good way to do it...
>
> But in any case, I'd wager that the main reason that many kills are
> headshots is because people aim for the head.  It's not like there's an
> equal chance to hit any hitbox relative to the hitbox's size.
>
>
> On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > I went to sharedstats.com and took the top 10 players and some middle
> > players (451-460) and averaged their headshots per kill percentage
> > (they were suprisingly close, around 5% difference).
> >
> > The number came out to 45%! Nearly half of all kills are a result of
> > headshots...
> >
> > So, here are my questions:
> >
> > 1.  Doesn't this percentage seem too high?
> > 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
> > other mods) 3.  In what part of the code are hit locations determined?
>
> > (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> > good place to start to look for the reason the percentage is so high?
> >
> > Thanks,
> > Michael
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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> To unsubscribe, edit your list preferences, or view the list archives,
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>
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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I don't really care about the size of the hitbox. Because if it is
roughly the size of the model's head, there is no problem. I want to
know where the code determines where bullets go and how they hit
something.

Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon
to determine if they intersect? That kind of stuff. There is randomness
in the shot spread, so where is that randomness made?

Valve-only code or is it buried in the SDK somewhere? That is the main
question I have.

Thanks,
Michael

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
Sent: Wednesday, August 23, 2006 9:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

I assume you're questioning the size of the head hitbox?  If so, this
isn't exactly a good way to do it...

But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head.  It's not like there's an
equal chance to hit any hitbox relative to the hitbox's size.


On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> I went to sharedstats.com and took the top 10 players and some middle
> players (451-460) and averaged their headshots per kill percentage
> (they were suprisingly close, around 5% difference).
>
> The number came out to 45%! Nearly half of all kills are a result of
> headshots...
>
> So, here are my questions:
>
> 1.  Doesn't this percentage seem too high?
> 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
> other mods) 3.  In what part of the code are hit locations determined?

> (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> good place to start to look for the reason the percentage is so high?
>
> Thanks,
> Michael
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread David Kiger

I assume you're questioning the size of the head hitbox?  If so, this
isn't exactly a good way to do it...

But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head.  It's not like there's
an equal chance to hit any hitbox relative to the hitbox's size.


On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:

I went to sharedstats.com and took the top 10 players and some middle
players (451-460) and averaged their headshots per kill percentage (they
were suprisingly close, around 5% difference).

The number came out to 45%! Nearly half of all kills are a result of
headshots...

So, here are my questions:

1.  Doesn't this percentage seem too high?
2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
other mods)
3.  In what part of the code are hit locations determined? (in sdk code
or valve-only code)
4.  If in the sdk code, where is a good place to start to look for the
reason the percentage is so high?

Thanks,
Michael

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[hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I went to sharedstats.com and took the top 10 players and some middle
players (451-460) and averaged their headshots per kill percentage (they
were suprisingly close, around 5% difference).

The number came out to 45%! Nearly half of all kills are a result of
headshots...

So, here are my questions:

1.  Doesn't this percentage seem too high?
2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
other mods)
3.  In what part of the code are hit locations determined? (in sdk code
or valve-only code)
4.  If in the sdk code, where is a good place to start to look for the
reason the percentage is so high?

Thanks,
Michael

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