Half-Life 2 (PC)

Half-Life 2 is a game where the right crowbar in the wrong hand will make all the difference in the world.

Unused Weapons
A number of NPC-only weapons have varying levels of implementation for player usage.

Alyx's Gun
Alyx's gun can be spawned, picked up and used as its semi-automatic mode, although there is no viewmodel for it, using instead its worldmodel. It uses its own ammo, whose maximum can still be set via a special console command, even though spare ammunition cannot be obtained.

Annabelle
Father Grigori's rifle can be spawned, picked up and used. It reuses the shotgun viewmodel, and uses the retail Colt Python ammo, with a two-bullet clip. It possess the same damage output as the Python, however, if emptied, the game only reloads a single bullet. Upon reloading manually, errors about an incorrect call to the retail shotgun reload can be seen, and the weapon is reloaded instantly at full capacity.

Food Package
The Food package can be used as a weapon, even though it has no fire mode. It has no viewmodel, using instead its worldmodel. Upon picking it up, its icon is shown to be the cut MP5K from the prototype.

Suitcase
The two citizens' suitcase can also be spawned. Precisely like the Food Package (no purpose)!

Stunstick
The Stunstick from the early Half-Life 2 kept its viewmodel, along with the early suit color. However, there is no way to wield it in the retail, as picking one up gives the player armor instead. This weapon was recycled for several mods, albeit with different graphics. Valve updated and completed this weapon for Half-Life 2: Deathmatch.

Sniper Rounds
The sniper ammo from the prototype was kept in the final, but it cannot be picked up and has no collision data. The box texture wasn't present in the prototype either, and was re-used in Garry's Mod as one of the Material tools.

Unused weapon animations
Alyx's gun has unused animations that show it transforming into a SMG or a Rifle. However, no idle animation for these modes exist.

Unused firing animations

 * The Combine soldiers possess an unused firing animation for the HMG1.
 * The poison headcrab has an unused animation, depicting it spitting something from its mouth. There is, however, no data about the fired projectile, or its effect on the player.

Unused struggling animations
Vortigaunts have unused animations for being grabbed by Barnacles, reminescent of the behaviour of human NPCs in Half-Life 1. However, these go unused, as they are instantly killed and turned into a ragdoll upon being strangled by one, like all other NPCs.

Leftover Citizen animations
Due to how animation files are shared between models, key NPCs like Breen and Alyx have access to all of the regular animations despite only using a few.

Unused sounds
Citizens and Vortigaunts have unused dialogue when being shot by the player. According to the unused files, Vortigaunts could even retaliate.

Unused Feature


It's actually possible to enter and exit an APC, despite none of them being accessible to the player during normal play. The player will end up seeing to the right of the APC, at ground-height, and may tilt its viewpoint towards the right, unable to perform any actions other than exiting the APC. Advices for the retail Scout Car pops up to the right upon entering the APC.

Unused Texture


An unused 3-frame placeholder animation for the City 17 screens, named breen_fakemonitor_.vtf.

Alternate Intro
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Loading the map intro.bsp via developer console will get you to a slightly different version of the game's intro. The difference between Chapter 1's intro and intro.bsp is that there is no title card at the beginning, purple textures around the Spectrometer and instead of the Citadel, the intro loads into the railway which was seen during E3 2004. The intro doesn't end as the map doesn't load properly. This suggests that it was originally going to be a map rather than being a part of Chapter 1.