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# Half Life 1 engine games (HL 1, Quake 2/3/World, Counterstrike 1.6, etc.)
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# Pattern attributes: good veryfast fast
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# Protocol groups: game proprietary
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# Wiki: http://www.protocolinfo.org/wiki/Half-Life http://www.protocolinfo.org/wiki/Counter-Strike http://www.protocolinfo.org/wiki/Day_of_Defeat
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# Copyright (C) 2008 Matthew Strait, Ethan Sommer; See ../LICENSE
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#
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# Contributed by Laurens Blankers <laurens AT blankersfamily.com>, who says:
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#
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# This pattern has been tested with QuakeWorld (2.30), Quake 2 (3.20),
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# Quake 3 (1.32), and Half-life (1.1.1.0). But may also work on other
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# games based on the Quake engine.
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#
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# Clayton Macleod <cherrytwist A gmail.com> says:
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# [This should match] Counter-Strike v1.6, [...] the slightly updated
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# Counter-Strike: Condition Zero, and the game Day Of Defeat, Team
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# Fortress Classic, Deathmatch Classic, Ricochet, Half-Life [1] Deathmatch,
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# and I imagine all the other 3rd party mods that also use this engine
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# will match that pattern.
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#
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# Gavin Pryke <gavinlee303 at googlemail.com> says:
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# Added "getstatus". Quake3 games were not being matched here until it was
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# added.
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quake-halflife
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# All quake (like) protocols start with 4x 0xFF. Then the client either
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# issues getinfo, getchallenge or getstatus.
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^\xff\xff\xff\xffget(info|challenge|status)
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# A previous quake pattern allowed the connection to start with only 2 bytes
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# of 0xFF. This doesn't seem to ever happen, but we should keep an eye out
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# for it.
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32
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