This is a sub-page of Hunt Down The Freeman.
Unused Weapons#
SIG-SG 556#
Fully usable despite being unused. The weapon can be easily acquired by the "impulse 101" command or by typing "give weapon_sig552". It has no sounds at all apart from a firing sound that was held over from the Half-Life 2 pistol as a placeholder.
Interestingly, shared by one of the animators, the SG 556 was going to have a completely different model and animations which can be seen in this video. This exact same model was suppose to have sounds as well, but neither the model nor the sounds made it in.
Remington 700#
A model and a full set of animations for a Remington 700 can be found in the files. A script file for it also remains, but is quite unfinished. A developer map from the 2017 build suggests that the weapon was in game at some point, but it was most likely taken out.
Sawed-off Shotgun#
Internally called "oneshotbarrel". Animations, a model, and a script file remains of this weapon; its animations are somewhat unfinished, as it lacks even an idle animation. An oddity in its script file is a commented-out line reading ""Last call is last chance"", including the quotes. It's model is apparently bought off turbosquid but it can also be found on sketchfab and devianart of the original creator.

M67 Grenades#
Unused, but fully working weapon with unique-looking grenade type (grenade weapon that is used in the game uses Combine grenades). They can be found in-game lying here and there on some maps, but picking them up does nothing. It's secondarry attack is broken and it deals no damage to any NPCs.
The M67 grenades were supposed to be used in Act 1, while Combine grenades were supposed to be used in acts 2 and 3, but due to a error in the fgd file, the M67 got cut. When someone was setting up the M67 grenade in the fgd, they listed the weapons name as "weapon_grenade" when it should've been "weapon_m67", since "weapon_grenade" was already used for the combine grenades. That means placing "weapon_m67" in hammer shows up as obsolete and you can't edit its parameters.
The devs might've thought the "weapon_grenade" was the m67 grenade, which would explain why they used the "weapon_grenade" all over act 1 and why they used "weapon_frag" (the hl2 combine grenade) all over act 3. One of the devs must have realised the "weapon_grenade" wasn't the m67 later on, because they started placing down the m67 grenades into maps, but they used "grenade_m67" since they were the only ones that showed up in the editor, except those ones are LIVE grenades and can't be picked up.
It can be acquired by typing the "give weapon_m67" command.

Gasmask#
There's a full set of animations for a gasmask in the files. Probably cut, because it has no practical use in-game. Putting on the gasmask in the 2017 build makes the player's screen be a missing texture, suggesting that there was an overlay for the gasmask made at some point, but was taken out before the game released.
The only remnants of it in the code is that its purpose would be to protect the player from nerve gas.

HK33#
All that remains of this weapon is an unfinished script file which appears to be a slightly modified version of the demo's SMG.
// HK33
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HDTF_HK33"
"viewmodel" "models/weapons/v_smg_kr5.mdl"
"playermodel" "models/weapons/w_kr5.mdl"
"anim_prefix" "smg2"
"bucket" "2"
"bucket_position" "1"
"clip_size" "30"
"clip2_size" "-1"
"default_clip" "30"
"default_clip2" "-1"
"primary_ammo" "5_56mm"
"secondary_ammo" "None"
"weight" "3"
"rumble" "3"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_SMG1.Reload"
"reload_npc" "Weapon_SMG1.NPC_Reload"
"empty" "Weapon_SMG1.Empty"
"single_shot" "Weapon_SMG1.Single"
"single_shot_npc" "Weapon_SMG1.NPC_Single"
"special1" "Weapon_SMG1.Special1"
"special2" "Weapon_SMG1.Special2"
"double_shot" "Weapon_SMG1.Double"
"burst" "Weapon_SMG1.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "a"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "a"
}
"weapon_small"
{
"font" "WeaponIconsSmall"
"character" "a"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "r"
}
"ammo2"
{
"font" "WeaponIconsSmall"
"character" "t"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
M240#
Another weapon with just an unfinished script file; this script is nearly identical to the HK33 except for the references for its name and ammo type.
// M240
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HDTF_M240"
"viewmodel" "models/weapons/v_smg_kr5.mdl"
"playermodel" "models/weapons/w_kr5.mdl"
"anim_prefix" "smg2"
"bucket" "2"
"bucket_position" "9"
"clip_size" "30"
"clip2_size" "-1"
"default_clip" "30"
"default_clip2" "-1"
"primary_ammo" "7_62mm"
"secondary_ammo" "None"
"weight" "3"
"rumble" "3"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_SMG1.Reload"
"reload_npc" "Weapon_SMG1.NPC_Reload"
"empty" "Weapon_SMG1.Empty"
"single_shot" "Weapon_SMG1.Single"
"single_shot_npc" "Weapon_SMG1.NPC_Single"
"special1" "Weapon_SMG1.Special1"
"special2" "Weapon_SMG1.Special2"
"double_shot" "Weapon_SMG1.Double"
"burst" "Weapon_SMG1.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "a"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "a"
}
"weapon_small"
{
"font" "WeaponIconsSmall"
"character" "a"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "r"
}
"ammo2"
{
"font" "WeaponIconsSmall"
"character" "t"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
Mosin Nagant#
Yet another weapon with just a script file remaining; this script appears to be based on the demo's pistol rather than the SMG. According to one of the animators, the Mosin got replaced with the K98 in the retail game. There was an entire animation set made for the weapon, but no trace of it remains.
// Mosin Nagant
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HDTF_Mosin"
"viewmodel" "models/weapons/v_m9pistol.mdl"
"playermodel" "models/weapons/w_sphinx.mdl"
"anim_prefix" "pistol"
"bucket" "2"
"bucket_position" "5"
"clip_size" "18"
"primary_ammo" "7_62mm"
"secondary_ammo" "None"
"weight" "2"
"rumble" "1"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_Pistol.Reload"
"reload_npc" "Weapon_Pistol.NPC_Reload"
"empty" "Weapon_Pistol.Empty"
"single_shot" "Weapon_Pistol.Single"
"single_shot_npc" "Weapon_Pistol.NPC_Single"
"special1" "Weapon_Pistol.Special1"
"special2" "Weapon_Pistol.Special2"
"burst" "Weapon_Pistol.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "d"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "d"
}
"weapon_small"
{
"font" "WeaponIconsSmall"
"character" "d"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "p"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
Map#
A weapon script for a map. According to one of the programmers, there was suppose to be a map in the ACT 2 section of the game for navigation. It's possible that this is where the cut Winter Survivor would come in place, or maybe it was to be found in the house at the start of act 2. Unlike the other 3 weapons with only a script (HK33, M240, Mosin-Nagant), it uses the gasmask's viewmodel and the machete's world model. Interestingly, the name of the gasmask's viewmodel mentioned in the script file appears to be different than the one in the game files.
// Map
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HDTF_Map"
"viewmodel" "models/weapons/v_m40gasmask.mdl"
"playermodel" "models/weapons/w_machete.mdl"
"anim_prefix" "crowbar"
"bucket" "5"
"bucket_position" "4"
"clip_size" "-1"
"clip2_size" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"weight" "0"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Weapon_Crowbar.Single"
"melee_hit" "Weapon_Crowbar.Melee_Hit"
"melee_hit_world" "Weapon_Crowbar.Melee_HitWorld"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "c"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "c"
}
"ammo"
{
"font" "WeaponIcons"
"character" "c"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
Semi-Unused Weapons#
Fire Axe#
A Fire Axe that is semi unused can be obtained in game. It can be found in one of the offices where you meet Adam and in one of the garages after the factory section. The axe in the retail is basically useless and broken lacking sounds for the axe and having an issue where the axe is held incorrectly due to some issues with the rig.
Reason why the axe is missing sounds in game is because according to one of the developers, he sent the sound files for all of the weapons to Berkan, but upon asking Berkan why the axe is silent in game, Berkan told him that he didn't receive any SFX files for the axe, but he was 99% sure he did send them. The fire axe model in retail is another bought off model from turbosquid.



Kitchen Knife#
The minigun is internally called "kitchen_knife". According to one of the developers, this was an inside joke that ended up not being changed. Reason why it's called the "Kitchen Knife" is due to a dev conversation with one of the programmers and Berkan (known as "Frank") discussing the minigun.
The minigun normally appears only as a script weapon that you get seemingly out of nowhere (even though it has a model for lying on the ground) in just two levels, one of which is a secret map; however, you can give it to yourself with the console command "give weapon_kitchen_knife". It's hilariously overpowered, with infinite ammo and no speed reduction while firing it. The only downside is that you won't be able to switch to any other weapon until Mitchell dies or the level is completed. There's also an unused script file for the kitchen knife, but instead of it being named "kitchen knife" it's called "minigun" suggesting that it was going to be change at some point during the development. Just like half of the weapon models in retail, the minigun is also bought off turbosquid.
