Project

General

Profile

Download (1.43 KB) Statistics
| Branch: | Tag: | Revision:
1
# Half Life 1 engine games (HL 1, Quake 2/3/World, Counterstrike 1.6, etc.)
2
# Pattern attributes: good veryfast fast
3
# Protocol groups: game proprietary
4
# Wiki: http://www.protocolinfo.org/wiki/Half-Life http://www.protocolinfo.org/wiki/Counter-Strike http://www.protocolinfo.org/wiki/Day_of_Defeat
5
# Copyright (C) 2008 Matthew Strait, Ethan Sommer; See ../LICENSE
6
#
7
# Contributed by Laurens Blankers <laurens AT blankersfamily.com>, who says:
8
#
9
# This pattern has been tested with QuakeWorld (2.30), Quake 2 (3.20), 
10
# Quake 3 (1.32), and Half-life (1.1.1.0). But may also work on other
11
# games based on the Quake engine.
12
#
13
# Clayton Macleod <cherrytwist A gmail.com> says:
14
# [This should match] Counter-Strike v1.6, [...] the slightly updated
15
# Counter-Strike: Condition Zero, and the game Day Of Defeat, Team
16
# Fortress Classic, Deathmatch Classic, Ricochet, Half-Life [1] Deathmatch,
17
# and I imagine all the other 3rd party mods that also use this engine
18
# will match that pattern.
19
#
20
# Gavin Pryke <gavinlee303 at googlemail.com> says:
21
# Added "getstatus". Quake3 games were not being matched here until it was
22
# added.
23

    
24
quake-halflife
25
# All quake (like) protocols start with 4x 0xFF.  Then the client either
26
# issues getinfo, getchallenge or getstatus.
27
^\xff\xff\xff\xffget(info|challenge|status)
28

    
29
# A previous quake pattern allowed the connection to start with only 2 bytes
30
# of 0xFF.  This doesn't seem to ever happen, but we should keep an eye out
31
# for it.
32

    
(94-94/149)