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Pinsplash / autoexec.cfg
Created February 19, 2025 20:35
Half-Life 2 Camera Scenes in HD
//Copy this:
//cl_view -1;developer 0;clear_debug_overlays
//and replace -1 with the number in parentheses that is displayed when using camfind.
//Be aware that these numbers may change after doing any kind of loading, so double check that you have the right number.
//A camera will not work until there is a monitor in view of the player that's displaying the camera's view itself. If the command is sent before the camera becomes active, the game will shift to that camera at the moment it activates.
//When there are no monitors in view displaying a camera anymore, the view will remain where it was, but entities will be invisible.
//use this to return to the normal view
alias camnormal "cl_view -1;developer 0;clear_debug_overlays"
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Pinsplash / bombtype3.cfg
Created September 7, 2024 13:46
Portal 2: Make all gel conversion gel without modifying maps
ent_fire prop_paint_bomb addoutput "painttype 3"
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Pinsplash / UUU_CVarsDump.json
Last active June 11, 2024 09:09
Spyro Reignited Trilogy Console Variable Dump
//This dump was obtained from the latest version of UUU (only available from the developer's Patreon)
//No console commands.
{
"AbilitySystem.AbilityTaskWarnIfBroadcastSuppress": {
"Flags": [
"SetByConstructor"
],
"Helptext": "Print warning if an ability task broadcast is suppressed because the ability has ended"
},
"AbilitySystem.AlwaysConvertGESpecToGCParams": {
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Pinsplash / line.cfg
Created March 6, 2024 15:22
Titanfall 2 Physics Mesh & Invisible Wall "Shotgun Method" Visualization
script_client SetConVarFloat("cx", (GetPlayerArray()[0].CameraPosition()+AnglesToRight(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("hs")*GetConVarFloat("hp")+AnglesToUp(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("vs")*GetConVarFloat("vp")).x);
script_client SetConVarFloat("cy", (GetPlayerArray()[0].CameraPosition()+AnglesToRight(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("hs")*GetConVarFloat("hp")+AnglesToUp(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("vs")*GetConVarFloat("vp")).y);
script_client SetConVarFloat("cz", (GetPlayerArray()[0].CameraPosition()+AnglesToRight(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("hs")*GetConVarFloat("hp")+AnglesToUp(GetPlayerArray()[0].CameraAngles())*GetConVarFloat("vs")*GetConVarFloat("vp")).z);
script_client SetConVarFloat("ex", (Vector(GetConVarFloat("cx"),GetConVarFloat("cy"),GetConVarFloat("cz"))+AnglesToForward(GetPlayerArray()[0].CameraAngles())*1000).x);
script_client SetConVarFloat("ey", (Vector(GetConVarFloat("cx"),GetConVarFloat
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Pinsplash / Batch Render_skipbutton.cs
Created January 18, 2024 15:09
VEGAS Batch Render with Skip Button
/**
* Modified Batch Render.cs from Sony/MAGIX VEGAS that allows for skipping over existing files instead of overwriting them.
* Useful if you experience random crashes when rendering. Tested in 19.0.
**/
using System;
using System.IO;
using System.Text;
using System.Drawing;
using System.Collections;
using System.Collections.Generic;
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Pinsplash / baseentity.cpp
Created January 11, 2024 12:57
Source gauss debug mod
//in CBaseEntity::OnTakeDamage
Msg("%s took %0.01f damage\n", GetClassname(), info.GetDamage());
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