1# HL1, Quake, CS - Half Life 1 engine games (HL 1, Quake 2/3/World, Counterstrike 1.6, etc.) 2# Pattern attributes: good veryfast fast 3# Protocol groups: game proprietary 4# Wiki: http://www.protocolinfo.org/wiki/Half-Life http://www.protocolinfo.org/wiki/Counter-Strike http://www.protocolinfo.org/wiki/Day_of_Defeat 5# 6# Contributed by Laurens Blankers <laurens AT blankersfamily.com>, who says: 7# 8# This pattern has been tested with QuakeWorld (2.30), Quake 2 (3.20), 9# Quake 3 (1.32), and Half-life (1.1.1.0). But may also work on other 10# games based on the Quake engine. 11# 12# Clayton Macleod <cherrytwist A gmail.com> says: 13# [This should match] Counter-Strike v1.6, [...] the slightly updated 14# Counter-Strike: Condition Zero, and the game Day Of Defeat, Team 15# Fortress Classic, Deathmatch Classic, Ricochet, Half-Life [1] Deathmatch, 16# and I imagine all the other 3rd party mods that also use this engine 17# will match that pattern. 18 19quake-halflife 20# All quake (like) protocols start with 4x 0xFF. Then the client either 21# issues getinfo or getchallenge. 22^\xff\xff\xff\xffget(info|challenge) 23 24# A previous quake pattern allowed the connection to start with only 2 bytes 25# of 0xFF. This doesn't seem to ever happen, but we should keep an eye out 26# for it. 27