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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-07-18 17:38:16 +08:00

Fix file encoding

This commit is contained in:
Nick Hastings
2025-05-17 14:18:14 -04:00
committed by Nicholas Hastings
parent 4c27c1305c
commit de72e1ad4d
65 changed files with 65 additions and 65 deletions

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@ -5,7 +5,7 @@
// $NoKeywords: $ // $NoKeywords: $
// //
//=============================================================================// //=============================================================================//
//========= Copyright <EFBFBD> 1996-2003, Valve LLC, All rights reserved. ============ //========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
// //
// Purpose: This is the incendiary rifle. // Purpose: This is the incendiary rifle.
// //

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@ -5,7 +5,7 @@
// $NoKeywords: $ // $NoKeywords: $
//=============================================================================// //=============================================================================//
//========= Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved. ============ //========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======// //===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// $SHADER_SPECIFIC_CONST_0 = eyeball origin // $SHADER_SPECIFIC_CONST_0 = eyeball origin
// $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5 // $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5
// $SHADER_SPECIFIC_CONST_2 = iris projection U // $SHADER_SPECIFIC_CONST_2 = iris projection U

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
#define CONVERT_TO_SRGB 0 #define CONVERT_TO_SRGB 0
#include "common_ps_fxc.h" #include "common_ps_fxc.h"

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
#define CONVERT_TO_SRGB 0 #define CONVERT_TO_SRGB 0
#include "common_ps_fxc.h" #include "common_ps_fxc.h"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "X360APPCHOOSER" "0..1" [= 0] // STATIC: "X360APPCHOOSER" "0..1" [= 0]

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. =========================== //====== Copyright © 1996-2007, Valve Corporation, All rights reserved. ===========================
// STATIC: "FLASHLIGHT" "0..1" // STATIC: "FLASHLIGHT" "0..1"
// STATIC: "LIGHTWARPTEXTURE" "0..1" // STATIC: "LIGHTWARPTEXTURE" "0..1"

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "INTRO" "0..1" // STATIC: "INTRO" "0..1"
// STATIC: "HALFLAMBERT" "0..1" // STATIC: "HALFLAMBERT" "0..1"

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@ -1,4 +1,4 @@
// ======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ====== // ======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
// //
// Run procedural glint generation inner loop in pixel shader (ps_2_0) // Run procedural glint generation inner loop in pixel shader (ps_2_0)
// //

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======// //===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
// //
// Vertex shader to pass through texcoords needed to run the // Vertex shader to pass through texcoords needed to run the
// procedural glint generation inner loop in the pixel shader // procedural glint generation inner loop in the pixel shader

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// Includes ======================================================================================= // Includes =======================================================================================
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "HALFLAMBERT" "0..1" // STATIC: "HALFLAMBERT" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======
// //
//============================================================================= //=============================================================================

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "CONVERT_TO_SRGB" "0..0" // STATIC: "CONVERT_TO_SRGB" "0..0"
// STATIC: "CUBEMAP" "0..1" // STATIC: "CUBEMAP" "0..1"
// STATIC: "SELFILLUM" "0..1" // STATIC: "SELFILLUM" "0..1"

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "INTRO" "0..1" // STATIC: "INTRO" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "INTRO" "0..1" // STATIC: "INTRO" "0..1"

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "INTRO" "0..1" // STATIC: "INTRO" "0..1"
// STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20] // STATIC: "USE_STATIC_CONTROL_FLOW" "0..1" [vs20]

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2008, Valve Corporation, All rights reserved. ======
// STATIC: "CUBEMAP" "0..1" // STATIC: "CUBEMAP" "0..1"
// STATIC: "DIFFUSELIGHTING" "0..1" // STATIC: "DIFFUSELIGHTING" "0..1"

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. =======// //====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======//
// //
//=============================================================================// //=============================================================================//
// STATIC: "DETAILTEXTURE" "0..1" // STATIC: "DETAILTEXTURE" "0..1"

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ======
// STATIC: "VERTEXCOLOR" "0..1" // STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "CUBEMAP" "0..1" // STATIC: "CUBEMAP" "0..1"

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// DYNAMIC: "COMPRESSED_VERTS" "0..1" // DYNAMIC: "COMPRESSED_VERTS" "0..1"
// DYNAMIC: "SKINNING" "0..1" // DYNAMIC: "SKINNING" "0..1"

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. =======// //====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======//
// //
// Purpose: // Purpose:
// //

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@ -6,7 +6,7 @@ use Text::Wrap;
srand(31456); srand(31456);
print <<END print <<END
//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// //
// Purpose: static data for noise() primitives. // Purpose: static data for noise() primitives.
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> Valve Corporation, All rights reserved. ======// //===== Copyright © Valve Corporation, All rights reserved. ======//
#ifndef ISHADER_DECLARATIONS_HDR #ifndef ISHADER_DECLARATIONS_HDR
#define ISHADER_DECLARATIONS_HDR #define ISHADER_DECLARATIONS_HDR

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======// //===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
// //
// Purpose: Interface for dealing with vgui focus issues across all plugins // Purpose: Interface for dealing with vgui focus issues across all plugins
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// //
// Purpose: Utility classes for creating, registering & deregistering // Purpose: Utility classes for creating, registering & deregistering
// Maya MPx* derived classes // Maya MPx* derived classes

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ======// //===== Copyright © 1996-2006, Valve Corporation, All rights reserved. ======//
// //
// Base class for windows that draw vgui in Maya // Base class for windows that draw vgui in Maya
// //

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@ -1,4 +1,4 @@
//======= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ====== //======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
// //
// Purpose: interface to app data in Steam // Purpose: interface to app data in Steam
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
// //
// Purpose: Main interface for loading and accessing Steamworks API's from the // Purpose: Main interface for loading and accessing Steamworks API's from the
// Steam client. // Steam client.

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2009, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
// //
// Purpose: interface to http client // Purpose: interface to http client
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
// //
// Purpose: interface to steam managing game server/client match making // Purpose: interface to steam managing game server/client match making
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
// //
// Purpose: public interface to user remote file storage in Steam // Purpose: public interface to user remote file storage in Steam
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2009, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
// //
// Purpose: interface to stats, achievements, and leaderboards // Purpose: interface to stats, achievements, and leaderboards
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
// //
// Purpose: interface to utility functions in Steam // Purpose: interface to utility functions in Steam
// //

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve LLC, All rights reserved. ============ //========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve LLC, All rights reserved. ============ //========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2010, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2010, Valve Corporation, All rights reserved. =======
// //
// Purpose: HTTP related enums, stuff that is shared by both clients and servers, and our // Purpose: HTTP related enums, stuff that is shared by both clients and servers, and our
// UI projects goes here. // UI projects goes here.

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve LLC, All rights reserved. ============ //========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve LLC, All rights reserved. ============ //========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2008, Valve Corporation, All rights reserved. ============// //========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
// //
// Purpose: Tools for grabbing/dumping the stack at runtime // Purpose: Tools for grabbing/dumping the stack at runtime
// //

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@ -1,4 +1,4 @@
//===== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ======// //===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
// //
// $Header: $ // $Header: $
// $NoKeywords: $ // $NoKeywords: $

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@ -1,4 +1,4 @@
//====== Copyright <EFBFBD> 1996-2004, Valve Corporation, All rights reserved. ======= //====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
// //
// Purpose: // Purpose:
// //

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@ -1,4 +1,4 @@
//========= Copyright <EFBFBD> 1996-2005, Valve LLC, All rights reserved. ============// //========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============//
// //
// Purpose: // Purpose:
// //

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@ -8,7 +8,7 @@
// ============================================================================= // =============================================================================
// Interface to the LIPSinc TalkBack 1.1 library (TalkBack_*.lib). // Interface to the LIPSinc TalkBack 1.1 library (TalkBack_*.lib).
// //
// Copyright <EFBFBD> 1998-2002 LIPSinc. All rights reserved. // Copyright © 1998-2002 LIPSinc. All rights reserved.
#if !defined(TalkBack_h) #if !defined(TalkBack_h)
#define TalkBack_h #define TalkBack_h

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@ -113,7 +113,7 @@ BEGIN
VALUE "FileDescription", "SMD file exporter (3D Studio Max plugin)\0" VALUE "FileDescription", "SMD file exporter (3D Studio Max plugin)\0"
VALUE "FileVersion", "2, 0, 0, 1\0" VALUE "FileVersion", "2, 0, 0, 1\0"
VALUE "InternalName", "SMDLEXP\0" VALUE "InternalName", "SMDLEXP\0"
VALUE "LegalCopyright", "Copyright <EFBFBD> 1998, Valve LLC\0" VALUE "LegalCopyright", "Copyright © 1998, Valve LLC\0"
VALUE "LegalTrademarks", "The following are registered trademarks of Autodesk, Inc.: 3D Studio MAX. The following are trademarks of Autodesk, Inc.: Kinetix, Kinetix(logo), BIPED, Physique, Character Studio, MAX DWG, DWG Unplugged, Heidi, FLI, FLC, DXF.\0" VALUE "LegalTrademarks", "The following are registered trademarks of Autodesk, Inc.: 3D Studio MAX. The following are trademarks of Autodesk, Inc.: Kinetix, Kinetix(logo), BIPED, Physique, Character Studio, MAX DWG, DWG Unplugged, Heidi, FLI, FLC, DXF.\0"
VALUE "OriginalFilename", "SMDLEXP.DLE\0" VALUE "OriginalFilename", "SMDLEXP.DLE\0"
VALUE "PrivateBuild", "\0" VALUE "PrivateBuild", "\0"

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@ -5,7 +5,7 @@
// $NoKeywords: $ // $NoKeywords: $
// //
//=============================================================================// //=============================================================================//
//========= Copyright <EFBFBD> 1996-2003, Valve LLC, All rights reserved. ============ //========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
// //
// The copyright to the contents herein is the property of Valve, L.L.C. // The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of // The contents may be used and/or copied only with the written permission of