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