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		<title><![CDATA[Cazza Server Forums - All Forums]]></title>
		<link>http://cazzaserver.com/forums/</link>
		<description><![CDATA[Cazza Server Forums - http://cazzaserver.com/forums]]></description>
		<pubDate>Sat, 31 Jul 2010 10:46:17 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[New Black Mesa Media]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=89</link>
			<pubDate>Wed, 28 Apr 2010 01:52:44 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=89</guid>
			<description><![CDATA[Some shiny new screenshots, hot off the press!<br />
<br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_1.jpg" border="0" alt="[Image: bm_2010_1.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_2.jpg" border="0" alt="[Image: bm_2010_2.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_3.jpg" border="0" alt="[Image: bm_2010_3.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_4.jpg" border="0" alt="[Image: bm_2010_4.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_5.jpg" border="0" alt="[Image: bm_2010_5.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_6.jpg" border="0" alt="[Image: bm_2010_6.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_7.jpg" border="0" alt="[Image: bm_2010_7.jpg&#93;" /><br />
<br />
And some more, albeit a bit older:<br />
<img src="http://cazzaserver.com/bms/media/media_2010/more_1.jpg" border="0" alt="[Image: more_1.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/more_2.jpg" border="0" alt="[Image: more_2.jpg&#93;" /><br />
<br />
Added awesome:<br />
<img src="http://cazzaserver.com/bms/media/media_2010/awesome_1.jpg" border="0" alt="[Image: awesome_1.jpg&#93;" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/awesome_1.jpg" border="0" alt="[Image: awesome_1.jpg&#93;" />]]></description>
			<content:encoded><![CDATA[Some shiny new screenshots, hot off the press!<br />
<br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_1.jpg" border="0" alt="[Image: bm_2010_1.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_2.jpg" border="0" alt="[Image: bm_2010_2.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_3.jpg" border="0" alt="[Image: bm_2010_3.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_4.jpg" border="0" alt="[Image: bm_2010_4.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_5.jpg" border="0" alt="[Image: bm_2010_5.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_6.jpg" border="0" alt="[Image: bm_2010_6.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/bm_2010_7.jpg" border="0" alt="[Image: bm_2010_7.jpg]" /><br />
<br />
And some more, albeit a bit older:<br />
<img src="http://cazzaserver.com/bms/media/media_2010/more_1.jpg" border="0" alt="[Image: more_1.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/more_2.jpg" border="0" alt="[Image: more_2.jpg]" /><br />
<br />
Added awesome:<br />
<img src="http://cazzaserver.com/bms/media/media_2010/awesome_1.jpg" border="0" alt="[Image: awesome_1.jpg]" /><br />
<img src="http://cazzaserver.com/bms/media/media_2010/awesome_1.jpg" border="0" alt="[Image: awesome_1.jpg]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[lol i trol u]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=88</link>
			<pubDate>Sat, 24 Apr 2010 20:28:48 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=88</guid>
			<description><![CDATA[Heyyo, I'm Spycrabz, Professional Mapper, Forum Whore and Troll.<br />
<br />
Signed up to Cazzaserver because Cameron is awesome and really likes cookies.<br />
<br />
That is all.]]></description>
			<content:encoded><![CDATA[Heyyo, I'm Spycrabz, Professional Mapper, Forum Whore and Troll.<br />
<br />
Signed up to Cazzaserver because Cameron is awesome and really likes cookies.<br />
<br />
That is all.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Half-Life 2 Episode 2: Re-implementing bunny hopping]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=87</link>
			<pubDate>Sat, 17 Apr 2010 04:00:20 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=87</guid>
			<description><![CDATA[I really enjoyed bunny hopping through Half-Life 2, there is an element of fun being able to run at really high speeds, and was rather disappointed when it was removed once and for all from Episode 2. After a bit of exploring and hacky coding, I finally managed to re-implement the ability to bunny hop back into Half-Life 2: EP2 (And of course any mods that use it's engine).<br />
<br />
Thanks to the guys at <a href="http://sourceruns.org/" target="_blank">sourceruns.org</a> for the heads up as to what file the code is located in. If you haven't already, check out their Half-Life 2 and HL2 EP1 Speed runs.<br />
<br />
Queue masses of code. (<span style="font-weight: bold;">Scroll down if you are not interested in the code</span>)<br />
<br />
Open up gamemovement.cpp (In the client project) and jump down to around line 2467 (About half-way down) and you will find the following code:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;We&nbsp;give&nbsp;a&nbsp;certain&nbsp;percentage&nbsp;of&nbsp;the&nbsp;current&nbsp;forward&nbsp;movement&nbsp;as&nbsp;a&nbsp;bonus&nbsp;to&nbsp;the&nbsp;jump&nbsp;speed.&nbsp;&nbsp;That&nbsp;bonus&nbsp;is&nbsp;clipped<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;to&nbsp;not&nbsp;accumulate&nbsp;over&nbsp;time.<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedBoostPerc&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)&nbsp;?&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedAddition&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">fabs</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flMaxSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">+&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flNewSpeed&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">+&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">.</span><span style="color: #0000BB">Length2D</span><span style="color: #007700">()&nbsp;);<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;If&nbsp;we're&nbsp;over&nbsp;the&nbsp;maximum,&nbsp;we&nbsp;want&nbsp;to&nbsp;only&nbsp;boost&nbsp;as&nbsp;much&nbsp;as&nbsp;will&nbsp;get&nbsp;us&nbsp;to&nbsp;the&nbsp;goal&nbsp;speed<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">&gt;&nbsp;</span><span style="color: #0000BB">flMaxSpeed&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">-=&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">flMaxSpeed</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">0.0f&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">*=&nbsp;-</span><span style="color: #0000BB">1.0f</span><span style="color: #007700">;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;Add&nbsp;it&nbsp;on<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;(</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">*</span><span style="color: #0000BB">flSpeedAddition</span><span style="color: #007700">),&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
<br />
Get rid of it. Delete the entire chunk. Replace it with the following code (This is the code from EP1):<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">&#93;&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis&#93;&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">&#93;&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.1f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis&#93;&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardsprintscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
<br />
Recompile your code and voila! You should be able to bunny hop.<br />
<br />
In <a href="http://operationlambda.com/" target="_blank">Operation Lambda</a> the ability to bunny hop can be set via a Cvar, this is just a really simple change too.<br />
First, up near the top of the file you will find some code that reads:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #FF8000">#if&nbsp;defined(&nbsp;HL2_DLL&nbsp;)&nbsp;||&nbsp;defined(&nbsp;HL2_CLIENT_DLL&nbsp;)<br /></span><span style="color: #0000BB">ConVar&nbsp;player_limit_jump_speed</span><span style="color: #007700">(&nbsp;</span><span style="color: #DD0000">"player_limit_jump_speed"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"1"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">FCVAR_REPLICATED&nbsp;</span><span style="color: #007700">);<br /></span><span style="color: #FF8000">#endif&nbsp;<br /></span></code></div></div></div>
<br />
Add after that:<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">ConVar&nbsp;cl_enable_bunnyhop</span><span style="color: #007700">(&nbsp;</span><span style="color: #DD0000">"cl_enable_bunnyhop"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"0"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">FCVAR_ARCHIVE&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
You can replace FCVAR_ARCHIVE with FCVAR_CHEAT if you would like it to be set as a cheat (meaning that sv_cheats needs to be enabled to enable bunny hopping)<br />
Now back down the file where you found:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;We&nbsp;give&nbsp;a&nbsp;certain&nbsp;percentage&nbsp;of&nbsp;the&nbsp;current&nbsp;forward&nbsp;movement&nbsp;as&nbsp;a&nbsp;bonus&nbsp;to&nbsp;the&nbsp;jump&nbsp;speed.&nbsp;&nbsp;That&nbsp;bonus&nbsp;is&nbsp;clipped<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;to&nbsp;not&nbsp;accumulate&nbsp;over&nbsp;time.<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedBoostPerc&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)&nbsp;?&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedAddition&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">fabs</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flMaxSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">+&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flNewSpeed&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">+&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">.</span><span style="color: #0000BB">Length2D</span><span style="color: #007700">()&nbsp;);<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;If&nbsp;we're&nbsp;over&nbsp;the&nbsp;maximum,&nbsp;we&nbsp;want&nbsp;to&nbsp;only&nbsp;boost&nbsp;as&nbsp;much&nbsp;as&nbsp;will&nbsp;get&nbsp;us&nbsp;to&nbsp;the&nbsp;goal&nbsp;speed<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">&gt;&nbsp;</span><span style="color: #0000BB">flMaxSpeed&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">-=&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">flMaxSpeed</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">0.0f&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">*=&nbsp;-</span><span style="color: #0000BB">1.0f</span><span style="color: #007700">;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;Add&nbsp;it&nbsp;on<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;(</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">*</span><span style="color: #0000BB">flSpeedAddition</span><span style="color: #007700">),&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
Again, delete it and replace it with this chunk:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if(</span><span style="color: #0000BB">cl_enable_bunnyhop</span><span style="color: #007700">.</span><span style="color: #0000BB">GetInt</span><span style="color: #007700">()&nbsp;==&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;We&nbsp;give&nbsp;a&nbsp;certain&nbsp;percentage&nbsp;of&nbsp;the&nbsp;current&nbsp;forward&nbsp;movement&nbsp;as&nbsp;a&nbsp;bonus&nbsp;to&nbsp;the&nbsp;jump&nbsp;speed.&nbsp;&nbsp;That&nbsp;bonus&nbsp;is&nbsp;clipped<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;to&nbsp;not&nbsp;accumulate&nbsp;over&nbsp;time.<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedBoostPerc&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)&nbsp;?&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedAddition&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">fabs</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flMaxSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">+&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flNewSpeed&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">+&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">.</span><span style="color: #0000BB">Length2D</span><span style="color: #007700">()&nbsp;);<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;If&nbsp;we're&nbsp;over&nbsp;the&nbsp;maximum,&nbsp;we&nbsp;want&nbsp;to&nbsp;only&nbsp;boost&nbsp;as&nbsp;much&nbsp;as&nbsp;will&nbsp;get&nbsp;us&nbsp;to&nbsp;the&nbsp;goal&nbsp;speed<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">&gt;&nbsp;</span><span style="color: #0000BB">flMaxSpeed&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">-=&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">flMaxSpeed</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">0.0f&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">*=&nbsp;-</span><span style="color: #0000BB">1.0f</span><span style="color: #007700">;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;Add&nbsp;it&nbsp;on<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;(</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">*</span><span style="color: #0000BB">flSpeedAddition</span><span style="color: #007700">),&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">&#93;&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis&#93;&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">&#93;&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.1f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis&#93;&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardsprintscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;<br /></span></code></div></div></div>
<br />
Now once you recompile you should be able to set cl_enable_bunnyhop to 1 (Optionally, enable cheats) and bunny hop your way around your mod.<br />
<br />
The edited gamemovement file is attached to the bottom of the post. (With cvar toggling)<br />
<br />
======================================================================<br />
<br />
For those people who just wanna play and don't care about the coding of it... Then here ya go!<br />
Download the replacement client and server DLL files here:<br />
<a href="http://mirror.cazzaserver.com/bhop/bhop_dlls.zip" target="_blank">http://mirror.cazzaserver.com/bhop/bhop_dlls.zip</a> (5mb)<br />
<span style="font-style: italic;">If you are posting this info elsewhere, please link to this thread rather than the file, thanks <img src="http://cazzaserver.com/forums/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />)</span><br />
<br />
Place these in your Half-Life 2 EP2 bin(aries) folder which is usually located at C:\Program Files\Steam\steamapps\&lt;STEAM USERNAME&gt;\half-life 2 episode two\ep2\bin<br />
Create the folder if it doesn't exist, then extract the two DLLs into it like so:<br />
<img src="http://cazzaserver.com/images/bhop_dll.jpg" border="0" alt="[Image: bhop_dll.jpg&#93;" /><br />
<br />
<span style="font-weight: bold;">Now fire up EP2 and enjoy!</span><br />
<br />
======================================================================<br />
<br />
Can't quite get the hang of bunny hopping? Let this help you out!<br />
Download <a href="http://mirror.cazzaserver.com/bhop/AutoHotkey.zip" target="_blank">this</a> (AutoHotkey with the bunny hop script already written), extract and run it. Now launch EP2 and instead of continually pressing space to jump simply just hold down the Alt key and it will automagically make you jump!<br />
<br />
For the record, the script is:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>*LAlt::<br />
Loop<br />
{<br />
GetKeyState, state, LAlt, P<br />
if State = U<br />
break<br />
; Otherwise:<br />
Send, {Space}<br />
Sleep, 1<br />
}<br />
return</code></div></div>
======================================================================<br />
<br />
These DLL files will also work for any other Mod that uses the EP2 (Orange Box) engine. If you launch the mod and it isn't working, place the DLLs into the mods bin folder, usually something like C:\Program Files\Steam\steamapps\SourceMods\&lt;MOD NAME&gt;\bin<br />
<span style="font-weight: bold;">!!! IF THERE ARE ALREADY FILES IN THERE, OVERWRITING THEM MAY STOP THE MOD FROM WORKING AS THE MOD DEVELOPERS MAY HAVE WRITTEN THEIR OWN DLL FILES !!!</span>]]></description>
			<content:encoded><![CDATA[I really enjoyed bunny hopping through Half-Life 2, there is an element of fun being able to run at really high speeds, and was rather disappointed when it was removed once and for all from Episode 2. After a bit of exploring and hacky coding, I finally managed to re-implement the ability to bunny hop back into Half-Life 2: EP2 (And of course any mods that use it's engine).<br />
<br />
Thanks to the guys at <a href="http://sourceruns.org/" target="_blank">sourceruns.org</a> for the heads up as to what file the code is located in. If you haven't already, check out their Half-Life 2 and HL2 EP1 Speed runs.<br />
<br />
Queue masses of code. (<span style="font-weight: bold;">Scroll down if you are not interested in the code</span>)<br />
<br />
Open up gamemovement.cpp (In the client project) and jump down to around line 2467 (About half-way down) and you will find the following code:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;We&nbsp;give&nbsp;a&nbsp;certain&nbsp;percentage&nbsp;of&nbsp;the&nbsp;current&nbsp;forward&nbsp;movement&nbsp;as&nbsp;a&nbsp;bonus&nbsp;to&nbsp;the&nbsp;jump&nbsp;speed.&nbsp;&nbsp;That&nbsp;bonus&nbsp;is&nbsp;clipped<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;to&nbsp;not&nbsp;accumulate&nbsp;over&nbsp;time.<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedBoostPerc&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)&nbsp;?&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedAddition&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">fabs</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flMaxSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">+&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flNewSpeed&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">+&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">.</span><span style="color: #0000BB">Length2D</span><span style="color: #007700">()&nbsp;);<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;If&nbsp;we're&nbsp;over&nbsp;the&nbsp;maximum,&nbsp;we&nbsp;want&nbsp;to&nbsp;only&nbsp;boost&nbsp;as&nbsp;much&nbsp;as&nbsp;will&nbsp;get&nbsp;us&nbsp;to&nbsp;the&nbsp;goal&nbsp;speed<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">&gt;&nbsp;</span><span style="color: #0000BB">flMaxSpeed&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">-=&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">flMaxSpeed</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">0.0f&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">*=&nbsp;-</span><span style="color: #0000BB">1.0f</span><span style="color: #007700">;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;Add&nbsp;it&nbsp;on<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;(</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">*</span><span style="color: #0000BB">flSpeedAddition</span><span style="color: #007700">),&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
<br />
Get rid of it. Delete the entire chunk. Replace it with the following code (This is the code from EP1):<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">]&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis]&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">]&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.1f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis]&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardsprintscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
<br />
Recompile your code and voila! You should be able to bunny hop.<br />
<br />
In <a href="http://operationlambda.com/" target="_blank">Operation Lambda</a> the ability to bunny hop can be set via a Cvar, this is just a really simple change too.<br />
First, up near the top of the file you will find some code that reads:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #FF8000">#if&nbsp;defined(&nbsp;HL2_DLL&nbsp;)&nbsp;||&nbsp;defined(&nbsp;HL2_CLIENT_DLL&nbsp;)<br /></span><span style="color: #0000BB">ConVar&nbsp;player_limit_jump_speed</span><span style="color: #007700">(&nbsp;</span><span style="color: #DD0000">"player_limit_jump_speed"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"1"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">FCVAR_REPLICATED&nbsp;</span><span style="color: #007700">);<br /></span><span style="color: #FF8000">#endif&nbsp;<br /></span></code></div></div></div>
<br />
Add after that:<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">ConVar&nbsp;cl_enable_bunnyhop</span><span style="color: #007700">(&nbsp;</span><span style="color: #DD0000">"cl_enable_bunnyhop"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"0"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">FCVAR_ARCHIVE&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
You can replace FCVAR_ARCHIVE with FCVAR_CHEAT if you would like it to be set as a cheat (meaning that sv_cheats needs to be enabled to enable bunny hopping)<br />
Now back down the file where you found:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;We&nbsp;give&nbsp;a&nbsp;certain&nbsp;percentage&nbsp;of&nbsp;the&nbsp;current&nbsp;forward&nbsp;movement&nbsp;as&nbsp;a&nbsp;bonus&nbsp;to&nbsp;the&nbsp;jump&nbsp;speed.&nbsp;&nbsp;That&nbsp;bonus&nbsp;is&nbsp;clipped<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;to&nbsp;not&nbsp;accumulate&nbsp;over&nbsp;time.<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedBoostPerc&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)&nbsp;?&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedAddition&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">fabs</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flMaxSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">+&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flNewSpeed&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">+&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">.</span><span style="color: #0000BB">Length2D</span><span style="color: #007700">()&nbsp;);<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;If&nbsp;we're&nbsp;over&nbsp;the&nbsp;maximum,&nbsp;we&nbsp;want&nbsp;to&nbsp;only&nbsp;boost&nbsp;as&nbsp;much&nbsp;as&nbsp;will&nbsp;get&nbsp;us&nbsp;to&nbsp;the&nbsp;goal&nbsp;speed<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">&gt;&nbsp;</span><span style="color: #0000BB">flMaxSpeed&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">-=&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">flMaxSpeed</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">0.0f&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">*=&nbsp;-</span><span style="color: #0000BB">1.0f</span><span style="color: #007700">;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;Add&nbsp;it&nbsp;on<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;(</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">*</span><span style="color: #0000BB">flSpeedAddition</span><span style="color: #007700">),&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);&nbsp;<br /></span></code></div></div></div>
Again, delete it and replace it with this chunk:<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:<br />
</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if(</span><span style="color: #0000BB">cl_enable_bunnyhop</span><span style="color: #007700">.</span><span style="color: #0000BB">GetInt</span><span style="color: #007700">()&nbsp;==&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;We&nbsp;give&nbsp;a&nbsp;certain&nbsp;percentage&nbsp;of&nbsp;the&nbsp;current&nbsp;forward&nbsp;movement&nbsp;as&nbsp;a&nbsp;bonus&nbsp;to&nbsp;the&nbsp;jump&nbsp;speed.&nbsp;&nbsp;That&nbsp;bonus&nbsp;is&nbsp;clipped<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;to&nbsp;not&nbsp;accumulate&nbsp;over&nbsp;time.<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedBoostPerc&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)&nbsp;?&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flSpeedAddition&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">fabs</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flMaxSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">+&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flMaxSpeed&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">flSpeedBoostPerc&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">float&nbsp;flNewSpeed&nbsp;</span><span style="color: #007700">=&nbsp;(&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">+&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">.</span><span style="color: #0000BB">Length2D</span><span style="color: #007700">()&nbsp;);<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;If&nbsp;we're&nbsp;over&nbsp;the&nbsp;maximum,&nbsp;we&nbsp;want&nbsp;to&nbsp;only&nbsp;boost&nbsp;as&nbsp;much&nbsp;as&nbsp;will&nbsp;get&nbsp;us&nbsp;to&nbsp;the&nbsp;goal&nbsp;speed<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">if&nbsp;(&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">&gt;&nbsp;</span><span style="color: #0000BB">flMaxSpeed&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">-=&nbsp;</span><span style="color: #0000BB">flNewSpeed&nbsp;</span><span style="color: #007700">-&nbsp;</span><span style="color: #0000BB">flMaxSpeed</span><span style="color: #007700">;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">0.0f&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">flSpeedAddition&nbsp;</span><span style="color: #007700">*=&nbsp;-</span><span style="color: #0000BB">1.0f</span><span style="color: #007700">;<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;Add&nbsp;it&nbsp;on<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;(</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">*</span><span style="color: #0000BB">flSpeedAddition</span><span style="color: #007700">),&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if&nbsp;(&nbsp;!</span><span style="color: #0000BB">pMoveData</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_bIsSprinting&nbsp;</span><span style="color: #007700">&amp;&amp;&nbsp;!</span><span style="color: #0000BB">player</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_Local</span><span style="color: #007700">.</span><span style="color: #0000BB">m_bDucked&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">]&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.5f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis]&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for&nbsp;(&nbsp;</span><span style="color: #0000BB">int&nbsp;iAxis&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">&lt;&nbsp;</span><span style="color: #0000BB">2&nbsp;</span><span style="color: #007700">;&nbsp;++</span><span style="color: #0000BB">iAxis&nbsp;</span><span style="color: #007700">)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">[</span><span style="color: #0000BB">iAxis</span><span style="color: #007700">]&nbsp;*=&nbsp;(&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_flForwardMove&nbsp;</span><span style="color: #007700">*&nbsp;</span><span style="color: #0000BB">0.1f&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #FF8000">//&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vecForward[iAxis]&nbsp;*=&nbsp;(&nbsp;mv-&gt;m_flForwardMove&nbsp;*&nbsp;jumpforwardsprintscale.GetFloat()&nbsp;);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #007700">}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span><span style="color: #0000BB">VectorAdd</span><span style="color: #007700">(&nbsp;</span><span style="color: #0000BB">vecForward</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">mv</span><span style="color: #007700">-&gt;</span><span style="color: #0000BB">m_vecVelocity&nbsp;</span><span style="color: #007700">);<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;<br /></span></code></div></div></div>
<br />
Now once you recompile you should be able to set cl_enable_bunnyhop to 1 (Optionally, enable cheats) and bunny hop your way around your mod.<br />
<br />
The edited gamemovement file is attached to the bottom of the post. (With cvar toggling)<br />
<br />
======================================================================<br />
<br />
For those people who just wanna play and don't care about the coding of it... Then here ya go!<br />
Download the replacement client and server DLL files here:<br />
<a href="http://mirror.cazzaserver.com/bhop/bhop_dlls.zip" target="_blank">http://mirror.cazzaserver.com/bhop/bhop_dlls.zip</a> (5mb)<br />
<span style="font-style: italic;">If you are posting this info elsewhere, please link to this thread rather than the file, thanks <img src="http://cazzaserver.com/forums/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />)</span><br />
<br />
Place these in your Half-Life 2 EP2 bin(aries) folder which is usually located at C:\Program Files\Steam\steamapps\&lt;STEAM USERNAME&gt;\half-life 2 episode two\ep2\bin<br />
Create the folder if it doesn't exist, then extract the two DLLs into it like so:<br />
<img src="http://cazzaserver.com/images/bhop_dll.jpg" border="0" alt="[Image: bhop_dll.jpg]" /><br />
<br />
<span style="font-weight: bold;">Now fire up EP2 and enjoy!</span><br />
<br />
======================================================================<br />
<br />
Can't quite get the hang of bunny hopping? Let this help you out!<br />
Download <a href="http://mirror.cazzaserver.com/bhop/AutoHotkey.zip" target="_blank">this</a> (AutoHotkey with the bunny hop script already written), extract and run it. Now launch EP2 and instead of continually pressing space to jump simply just hold down the Alt key and it will automagically make you jump!<br />
<br />
For the record, the script is:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>*LAlt::<br />
Loop<br />
{<br />
GetKeyState, state, LAlt, P<br />
if State = U<br />
break<br />
; Otherwise:<br />
Send, {Space}<br />
Sleep, 1<br />
}<br />
return</code></div></div>
======================================================================<br />
<br />
These DLL files will also work for any other Mod that uses the EP2 (Orange Box) engine. If you launch the mod and it isn't working, place the DLLs into the mods bin folder, usually something like C:\Program Files\Steam\steamapps\SourceMods\&lt;MOD NAME&gt;\bin<br />
<span style="font-weight: bold;">!!! IF THERE ARE ALREADY FILES IN THERE, OVERWRITING THEM MAY STOP THE MOD FROM WORKING AS THE MOD DEVELOPERS MAY HAVE WRITTEN THEIR OWN DLL FILES !!!</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Operation Lambda Media Release 1]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=86</link>
			<pubDate>Wed, 14 Apr 2010 23:44:46 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=86</guid>
			<description><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;"><a href="http://operationlambda.com/" target="_blank"><img src="http://operationlambda.com/media/misc/mr1banner.png" border="0" alt="[Image: mr1banner.png&#93;" /></a><br />
Coming 19.4.2010</span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;"><a href="http://operationlambda.com/" target="_blank"><img src="http://operationlambda.com/media/misc/mr1banner.png" border="0" alt="[Image: mr1banner.png]" /></a><br />
Coming 19.4.2010</span></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Half-Life 2: Episode 1 Done Quick]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=85</link>
			<pubDate>Tue, 13 Apr 2010 23:16:56 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=85</guid>
			<description><![CDATA[<img src="http://sourceruns.org/Themes/sourceruns/images/srsmall.png" border="0" alt="[Image: srsmall.png&#93;" /><br />
<br />
The latest addition to the Cazza Server mirror service:<br />
Half-Life 2: Episode 1 Done Quick.<br />
<br />
From the guys who brought Half-Life 2 in just 1 hour and 36 minutes (Yes, <a href="http://hl2dq.cazzaserver.com/hl2/" target="_blank">that is also mirrored</a>) comes HL2: Episode One in just 41 minutes.<br />
<br />
<span style="font-weight: bold;">Download it now!</span><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_lq.mkv" target="_blank">Low Quality (360mb)</a><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_mq.mkv" target="_blank">Normal Quality (850mb)</a><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_hq.mkv" target="_blank">High Quality (1.6gb)</a><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_iq.mkv" target="_blank">Insane Quality (3gb)</a> - Only 720p. I am disappoint (Although it is a bit more bandwidth friendly than 1080p would be <img src="http://cazzaserver.com/forums/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />)]]></description>
			<content:encoded><![CDATA[<img src="http://sourceruns.org/Themes/sourceruns/images/srsmall.png" border="0" alt="[Image: srsmall.png]" /><br />
<br />
The latest addition to the Cazza Server mirror service:<br />
Half-Life 2: Episode 1 Done Quick.<br />
<br />
From the guys who brought Half-Life 2 in just 1 hour and 36 minutes (Yes, <a href="http://hl2dq.cazzaserver.com/hl2/" target="_blank">that is also mirrored</a>) comes HL2: Episode One in just 41 minutes.<br />
<br />
<span style="font-weight: bold;">Download it now!</span><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_lq.mkv" target="_blank">Low Quality (360mb)</a><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_mq.mkv" target="_blank">Normal Quality (850mb)</a><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_hq.mkv" target="_blank">High Quality (1.6gb)</a><br />
<a href="http://hl2dq.cazzaserver.com/ep1/hl2ep1dq_iq.mkv" target="_blank">Insane Quality (3gb)</a> - Only 720p. I am disappoint (Although it is a bit more bandwidth friendly than 1080p would be <img src="http://cazzaserver.com/forums/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Operation Lambda]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=84</link>
			<pubDate>Thu, 08 Apr 2010 05:28:25 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=84</guid>
			<description><![CDATA[Hello all,<br />
<br />
I recently started a mod, called Operation Lambda. It is a half-life 2 total conversion modification, that is based around 3 main elements:<br />
<br />
• <span style="font-weight: bold;">Witness the Combine Homeworld.</span><br />
• <span style="font-weight: bold;">Witness the Destruction of Black Mesa.</span><br />
• <span style="font-weight: bold;">Witness the beginning of the 7-hour war.</span><br />
<br />
We already have a large team, and are going to have our first media release in approximately 2 weeks.<br />
<br />
The only positions we are currently looking to fill are:<br />
<br />
• Lead Programmer (or any capable C++ programmer)<br />
• Lead Animator (or any capable Animator)<br />
<br />
We would also like any FacePoser's to apply, as that is an area of the team we are currently weak in.<br />
<br />
If you are interested please apply on <a href="http://forums.operationlambda.com" target="_blank">our forums</a>.<br />
<br />
Thank you,<br />
Shaktal]]></description>
			<content:encoded><![CDATA[Hello all,<br />
<br />
I recently started a mod, called Operation Lambda. It is a half-life 2 total conversion modification, that is based around 3 main elements:<br />
<br />
• <span style="font-weight: bold;">Witness the Combine Homeworld.</span><br />
• <span style="font-weight: bold;">Witness the Destruction of Black Mesa.</span><br />
• <span style="font-weight: bold;">Witness the beginning of the 7-hour war.</span><br />
<br />
We already have a large team, and are going to have our first media release in approximately 2 weeks.<br />
<br />
The only positions we are currently looking to fill are:<br />
<br />
• Lead Programmer (or any capable C++ programmer)<br />
• Lead Animator (or any capable Animator)<br />
<br />
We would also like any FacePoser's to apply, as that is an area of the team we are currently weak in.<br />
<br />
If you are interested please apply on <a href="http://forums.operationlambda.com" target="_blank">our forums</a>.<br />
<br />
Thank you,<br />
Shaktal]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Proudly Mirroring Portal 2 GameInformer Scans]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=83</link>
			<pubDate>Mon, 15 Mar 2010 21:25:33 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=83</guid>
			<description><![CDATA[title bscly.<br />
<br />
<a href="http://cazzaserver.com/portal2/" target="_blank">http://cazzaserver.com/portal2/</a> &lt;-- read them here]]></description>
			<content:encoded><![CDATA[title bscly.<br />
<br />
<a href="http://cazzaserver.com/portal2/" target="_blank">http://cazzaserver.com/portal2/</a> &lt;-- read them here]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New file mirroring service]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=82</link>
			<pubDate>Fri, 12 Mar 2010 13:55:49 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=82</guid>
			<description><![CDATA[So with the transfer to the new host I've decided to start up a file mirroring service. Anyone can have their files added to the mirror by PMing me. I'll be starting up an uploading service for small files in the near future. <br />
<br />
To start us off I have mirrored the following:<br />
- Portal 2 GameInformer Scans - <a href="http://cazzaserver.com/portal2/" target="_blank">http://cazzaserver.com/portal2/</a> (already mowed through 1gb of bandwidth on the first day!)<br />
- A mirror for each type of content through FPSBanana.<br />
- The <a href="http://bpl.conforums.com/" target="_blank">BPL 2010 beta</a> (And eventually the full version)<br />
<br />
For more information see the link up the top of the page.]]></description>
			<content:encoded><![CDATA[So with the transfer to the new host I've decided to start up a file mirroring service. Anyone can have their files added to the mirror by PMing me. I'll be starting up an uploading service for small files in the near future. <br />
<br />
To start us off I have mirrored the following:<br />
- Portal 2 GameInformer Scans - <a href="http://cazzaserver.com/portal2/" target="_blank">http://cazzaserver.com/portal2/</a> (already mowed through 1gb of bandwidth on the first day!)<br />
- A mirror for each type of content through FPSBanana.<br />
- The <a href="http://bpl.conforums.com/" target="_blank">BPL 2010 beta</a> (And eventually the full version)<br />
<br />
For more information see the link up the top of the page.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Header Image]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=80</link>
			<pubDate>Tue, 09 Mar 2010 22:15:34 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=80</guid>
			<description><![CDATA[So... Who wants to design us a new image for the header?<br />
<br />
No more than 200px high, and needs to fit the forum theme.]]></description>
			<content:encoded><![CDATA[So... Who wants to design us a new image for the header?<br />
<br />
No more than 200px high, and needs to fit the forum theme.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Best mmorpg]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=79</link>
			<pubDate>Tue, 23 Feb 2010 19:38:47 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=79</guid>
			<description><![CDATA[i wont post mine yet but lets see what you think.. :o]]></description>
			<content:encoded><![CDATA[i wont post mine yet but lets see what you think.. :o]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Google Wave]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=78</link>
			<pubDate>Sun, 06 Dec 2009 01:55:53 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=78</guid>
			<description><![CDATA[<a href="http://wave.google.com" target="_blank">wave.google.com</a><br />
I am one of very few people that watched the entire 1 and a half hour long video about it.<br />
there is a shorter video here<a href="http://%5Burl=http://www.youtube.com/watch?v=Itc4253kjhw#normal" target="_blank">Google Wave presentation - abridged&#93; <a href="http://www.youtube.com/watch?v=Itc4253kjhw#normal" target="_blank">Google Wave presentation - abridged</a></a>]]></description>
			<content:encoded><![CDATA[<a href="http://wave.google.com" target="_blank">wave.google.com</a><br />
I am one of very few people that watched the entire 1 and a half hour long video about it.<br />
there is a shorter video here<a href="http://%5Burl=http://www.youtube.com/watch?v=Itc4253kjhw#normal" target="_blank">Google Wave presentation - abridged] <a href="http://www.youtube.com/watch?v=Itc4253kjhw#normal" target="_blank">Google Wave presentation - abridged</a></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Quake 2 &amp; Quake 4]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=75</link>
			<pubDate>Sun, 15 Nov 2009 00:09:47 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=75</guid>
			<description><![CDATA[<span style="font-style: italic;"><span style="font-weight: bold;">These are two COMPLETELY different games!</span></span><br />
<br />
Quake II is awesome. The Hyperblaster pretty much pwns, as does the railgun - my personal favourite.<br />
Flippin' awesome. If you like old games - esp ones that are like... the first 3d thing ever... oh and if you like id software, then you will love this game. It's a shame Quake 4 isn't the same.<br />
<br />
Quake 4 was really fun too, but it's definitely not the same as Quake II. It was developed by Raven, with id only supervising. That's not to say that that's the reason it's not pure awesome - it was a pretty damn good game if you ask me - it's just that I think if id developed it, it would have stayed truer to, like, the Q(2) universe.<br />
All the weapons were ok... The hypberblaster pretty much just sucks in this. I don't think anyone really cares if you get an upgrade nearing the finality of the game that allows your ammo to rebound off walls. The gun's way too weak and inaccurate anyway. It still looks really cool though and is fun to spam with. Unfortunately it's almost nothing like the QII hyperblaster. The reason I think that's uncool is because the QII hyperblaster pretty much just pwns fruitcake in the earlobes.<br />
<br />
I did my first runthrough on Lieutenant - the second hardest difficulty (Equal to the better known "<span style="font-weight: bold;">heroic</span>" setting)<br />
<br />
Setting was fairly linear in Q4.. Going through confined spaces mostly. It wasn't terrible or anything, I actually only started to get a little annoyed with it towards the end. It was pretty much always cool though when a berserker comes charging at you like a spazmoid and swings, and then does his electroshock attack.<br />
I just realised, there's literally only one part in the entire game where you're fighting outside... like actually outside on the ground, not outside as in like on a balcony or something, or on the top of a tower. This made it pretty confined - it feels like an old game, so if you're not into that, this isn't your type of game.<br />
<br />
Fighting was also pretty repetitive: waves of the same dudes pretty much throughout the game - <span style="font-style: italic;"><span style="font-weight: bold;">BUT</span></span> there were quite a few of those moments where a stronger dude like a berserker, gunner or grunt would pop out of nowhere and mace your face - I think that levelled it out to an extent.<br />
<br />
It kinda sucks how they didn't keep the same weapon designs as before. It'd not that the weapons look bad in Quake 4, it's just that I think it's cool how the kept the railgun looking exactly the same in Q2 and 3, and rocket launcher always a fairly simple looking piece of eqipment, and then Q4's rocket launcher - although cool - looks like a fat robotic worm that shoots big exploding teeth at you.. er... in comparison to the Q2 and Q3 RL's that is.<br />
<br />
'Nade launcher! Awesome! It's annoying, as always, because you never really get used to grenade launchers, but that's the fun in it. I can't remember how many times I killed myself with that thing. FUN!<br />
The shotgun has perhaps the most annoying crosshair I've ever seen. Ok, remember that it's a shotgun... It has this teeny tiny little circle.. I really don't know what for. It's annoying because it doesn't give you an approximate damage radius, and it's even more annoying because depending on what you're fighting, it can be hard to pay attention to when it changes shade to tell you when something's in range.. I mean... it's a shotgun... If anything it's crosshair should be the largest.<br />
<br />
All the other weapons were pretty awesome. My favourite was definitely the machine-gun though, because you can actually see what you're shooting at with it. It has a light attatched to it. No other weapons besides the pistol (which sucks because it's one of those "I can't run out of ammo <img src="http://cazzaserver.com/forums/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> " pistols that is SO weak you can't take down a flippin' strogg marine without panicking) and the machine-gun have a light, so you have to flip back and forth between weapons. You can carry as many as you want, which I'm ok with depending on the game - this game did it cool, except it was annoying to switch from one weapon to another that you had to scroll for, for like AGES. That's especially annoying when you're carrying say the 'nade launcher, and a FLIPPIN' BERSERKER COMES BOLTING AT YOU FROM A NEARBY DOOR! OH MY FISH WHAT DO YOU DO?! You panic, and you scroll and scroll and come up with any random weapon, even though you're trying to get the shotty, and then you just shoot. It's pretty messy when that weapon just happens to be the rocket launcher.<br />
<br />
The little thumbnails you get for switching through your weapons (like in Q3) was really, really nice though. I liked it better than the Q3, where it switches not in the order of the thumbnails, but of what weapon you picked up last.<br />
This way was much better. It almost got me used to scrolling a certain number of  times to reach a specific weapon from another specific weapon. Good thing the machinegun and shotty were right next to each other.<br />
<br />
Boss fights were cool - pretty oldschool in the way they have the shields you get to take down first, and then the health, and there's certain stages. The first encounter with the Makron made me angry and I spent hours trying to kill him, but then decided the internet is way cooler than me when it comes to knowing stuff, so I had to go look on a forum. <br />
<br />
The second boss was pretty awesome... it felt like I was playing Crash Bandicoot. Seriously though, it was fun.<br />
The final encounter with the Makron and destroying the Nexus was pretty cool too.<br />
<br />
And the ending movie <span style="font-size: 30pt;"><span style="font-weight: bold;">SUCKED!!!!</span></span><br />
<br />
<br />
It's worth playing though, even if you're just gonna rent it. The additional disc you get has Quake II on it - 360 compatable. Go get it <span style="font-size: 50pt;"><span style="font-weight: bold;">RIGHT NOW</span></span>, even if it's only to play Quake II.]]></description>
			<content:encoded><![CDATA[<span style="font-style: italic;"><span style="font-weight: bold;">These are two COMPLETELY different games!</span></span><br />
<br />
Quake II is awesome. The Hyperblaster pretty much pwns, as does the railgun - my personal favourite.<br />
Flippin' awesome. If you like old games - esp ones that are like... the first 3d thing ever... oh and if you like id software, then you will love this game. It's a shame Quake 4 isn't the same.<br />
<br />
Quake 4 was really fun too, but it's definitely not the same as Quake II. It was developed by Raven, with id only supervising. That's not to say that that's the reason it's not pure awesome - it was a pretty damn good game if you ask me - it's just that I think if id developed it, it would have stayed truer to, like, the Q(2) universe.<br />
All the weapons were ok... The hypberblaster pretty much just sucks in this. I don't think anyone really cares if you get an upgrade nearing the finality of the game that allows your ammo to rebound off walls. The gun's way too weak and inaccurate anyway. It still looks really cool though and is fun to spam with. Unfortunately it's almost nothing like the QII hyperblaster. The reason I think that's uncool is because the QII hyperblaster pretty much just pwns fruitcake in the earlobes.<br />
<br />
I did my first runthrough on Lieutenant - the second hardest difficulty (Equal to the better known "<span style="font-weight: bold;">heroic</span>" setting)<br />
<br />
Setting was fairly linear in Q4.. Going through confined spaces mostly. It wasn't terrible or anything, I actually only started to get a little annoyed with it towards the end. It was pretty much always cool though when a berserker comes charging at you like a spazmoid and swings, and then does his electroshock attack.<br />
I just realised, there's literally only one part in the entire game where you're fighting outside... like actually outside on the ground, not outside as in like on a balcony or something, or on the top of a tower. This made it pretty confined - it feels like an old game, so if you're not into that, this isn't your type of game.<br />
<br />
Fighting was also pretty repetitive: waves of the same dudes pretty much throughout the game - <span style="font-style: italic;"><span style="font-weight: bold;">BUT</span></span> there were quite a few of those moments where a stronger dude like a berserker, gunner or grunt would pop out of nowhere and mace your face - I think that levelled it out to an extent.<br />
<br />
It kinda sucks how they didn't keep the same weapon designs as before. It'd not that the weapons look bad in Quake 4, it's just that I think it's cool how the kept the railgun looking exactly the same in Q2 and 3, and rocket launcher always a fairly simple looking piece of eqipment, and then Q4's rocket launcher - although cool - looks like a fat robotic worm that shoots big exploding teeth at you.. er... in comparison to the Q2 and Q3 RL's that is.<br />
<br />
'Nade launcher! Awesome! It's annoying, as always, because you never really get used to grenade launchers, but that's the fun in it. I can't remember how many times I killed myself with that thing. FUN!<br />
The shotgun has perhaps the most annoying crosshair I've ever seen. Ok, remember that it's a shotgun... It has this teeny tiny little circle.. I really don't know what for. It's annoying because it doesn't give you an approximate damage radius, and it's even more annoying because depending on what you're fighting, it can be hard to pay attention to when it changes shade to tell you when something's in range.. I mean... it's a shotgun... If anything it's crosshair should be the largest.<br />
<br />
All the other weapons were pretty awesome. My favourite was definitely the machine-gun though, because you can actually see what you're shooting at with it. It has a light attatched to it. No other weapons besides the pistol (which sucks because it's one of those "I can't run out of ammo <img src="http://cazzaserver.com/forums/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> " pistols that is SO weak you can't take down a flippin' strogg marine without panicking) and the machine-gun have a light, so you have to flip back and forth between weapons. You can carry as many as you want, which I'm ok with depending on the game - this game did it cool, except it was annoying to switch from one weapon to another that you had to scroll for, for like AGES. That's especially annoying when you're carrying say the 'nade launcher, and a FLIPPIN' BERSERKER COMES BOLTING AT YOU FROM A NEARBY DOOR! OH MY FISH WHAT DO YOU DO?! You panic, and you scroll and scroll and come up with any random weapon, even though you're trying to get the shotty, and then you just shoot. It's pretty messy when that weapon just happens to be the rocket launcher.<br />
<br />
The little thumbnails you get for switching through your weapons (like in Q3) was really, really nice though. I liked it better than the Q3, where it switches not in the order of the thumbnails, but of what weapon you picked up last.<br />
This way was much better. It almost got me used to scrolling a certain number of  times to reach a specific weapon from another specific weapon. Good thing the machinegun and shotty were right next to each other.<br />
<br />
Boss fights were cool - pretty oldschool in the way they have the shields you get to take down first, and then the health, and there's certain stages. The first encounter with the Makron made me angry and I spent hours trying to kill him, but then decided the internet is way cooler than me when it comes to knowing stuff, so I had to go look on a forum. <br />
<br />
The second boss was pretty awesome... it felt like I was playing Crash Bandicoot. Seriously though, it was fun.<br />
The final encounter with the Makron and destroying the Nexus was pretty cool too.<br />
<br />
And the ending movie <span style="font-size: 30pt;"><span style="font-weight: bold;">SUCKED!!!!</span></span><br />
<br />
<br />
It's worth playing though, even if you're just gonna rent it. The additional disc you get has Quake II on it - 360 compatable. Go get it <span style="font-size: 50pt;"><span style="font-weight: bold;">RIGHT NOW</span></span>, even if it's only to play Quake II.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mini Comp #1 Winner]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=74</link>
			<pubDate>Fri, 13 Nov 2009 01:25:06 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=74</guid>
			<description><![CDATA[So we have a winner!<br />
Matty_Richo has won the first comp with a total of uhhh 10 referral posts.<br />
<br />
Stay tuned for #2!]]></description>
			<content:encoded><![CDATA[So we have a winner!<br />
Matty_Richo has won the first comp with a total of uhhh 10 referral posts.<br />
<br />
Stay tuned for #2!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[iServer]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=73</link>
			<pubDate>Wed, 11 Nov 2009 14:17:14 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=73</guid>
			<description><![CDATA[Looks like Apple is releasing a range of Servers<br />
<a href="http://img194.imageshack.us/i/iserver.jpg/" target="_blank"><img src="http://img194.imageshack.us/img194/5503/iserver.jpg" border="0" alt="[Image: iserver.jpg&#93;" /></a><br />
<br />
they're gunna suxxorz!!!]]></description>
			<content:encoded><![CDATA[Looks like Apple is releasing a range of Servers<br />
<a href="http://img194.imageshack.us/i/iserver.jpg/" target="_blank"><img src="http://img194.imageshack.us/img194/5503/iserver.jpg" border="0" alt="[Image: iserver.jpg]" /></a><br />
<br />
they're gunna suxxorz!!!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Whats Up!]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=72</link>
			<pubDate>Wed, 04 Nov 2009 04:50:44 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=72</guid>
			<description><![CDATA[hey guys,<br />
Im Andrew, A game reviewer for Gamersrequest and Auscast.<br />
If u wanna have a look at some reviews or just wanna chat hop on our websites<br />
Anyway...how are you all?<br />
<br />
Cheers.]]></description>
			<content:encoded><![CDATA[hey guys,<br />
Im Andrew, A game reviewer for Gamersrequest and Auscast.<br />
If u wanna have a look at some reviews or just wanna chat hop on our websites<br />
Anyway...how are you all?<br />
<br />
Cheers.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[HALT! Who goes there?]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=68</link>
			<pubDate>Mon, 02 Nov 2009 03:00:22 -0800</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=68</guid>
			<description><![CDATA[So I think that this time I may have finally stopped the spammers.<br />
YEAH!<br />
<br />
Maybe.<br />
<br />
Hopefully.]]></description>
			<content:encoded><![CDATA[So I think that this time I may have finally stopped the spammers.<br />
YEAH!<br />
<br />
Maybe.<br />
<br />
Hopefully.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cazza Server]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=67</link>
			<pubDate>Fri, 30 Oct 2009 16:57:12 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=67</guid>
			<description><![CDATA[I finally got it working again, but it is going SSSSSLLLLLLLLOOOOOOOOWWWWWWWW<br />
<br />
The site is broken]]></description>
			<content:encoded><![CDATA[I finally got it working again, but it is going SSSSSLLLLLLLLOOOOOOOOWWWWWWWW<br />
<br />
The site is broken]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Top links]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=1</link>
			<pubDate>Sun, 11 Oct 2009 15:49:09 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=1</guid>
			<description><![CDATA[Yes, the links up the top of the page aren't working properly. When you move your mouse over them they *should* expand to show some text.<br />
<br />
i.e.<br />
<img src="http://static.cazzaserver.com/Themes/extreme6/images/english/forum.png" border="0" alt="[Image: forum.png&#93;" /><br />
<br />
I will be working on getting this fixed soon.]]></description>
			<content:encoded><![CDATA[Yes, the links up the top of the page aren't working properly. When you move your mouse over them they *should* expand to show some text.<br />
<br />
i.e.<br />
<img src="http://static.cazzaserver.com/Themes/extreme6/images/english/forum.png" border="0" alt="[Image: forum.png]" /><br />
<br />
I will be working on getting this fixed soon.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Quake for Windows XP (with mouse support)]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=65</link>
			<pubDate>Sat, 10 Oct 2009 20:39:54 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=65</guid>
			<description><![CDATA[Anyone know where I can get the shareware version of Quake (WinQuake and GLQuake are apparently free downloads, but I couldn't find them on id's site) with mouse support?<br />
<br />
This is - Quake I - I'm talking about. The one that looks like a revamped version of Doom.]]></description>
			<content:encoded><![CDATA[Anyone know where I can get the shareware version of Quake (WinQuake and GLQuake are apparently free downloads, but I couldn't find them on id's site) with mouse support?<br />
<br />
This is - Quake I - I'm talking about. The one that looks like a revamped version of Doom.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LOLpics]]></title>
			<link>http://cazzaserver.com/forums/showthread.php?tid=62</link>
			<pubDate>Sun, 04 Oct 2009 17:13:16 -0700</pubDate>
			<guid isPermaLink="false">http://cazzaserver.com/forums/showthread.php?tid=62</guid>
			<description><![CDATA[<img src="http://www.inquisitr.com/wp-content/batman_bin_suparman.jpg" border="0" alt="[Image: batman_bin_suparman.jpg&#93;" />]]></description>
			<content:encoded><![CDATA[<img src="http://www.inquisitr.com/wp-content/batman_bin_suparman.jpg" border="0" alt="[Image: batman_bin_suparman.jpg]" />]]></content:encoded>
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