halflife-unified-sdk
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Work in progress, not ready for use. Half-Life Updated SDK with Opposing Force and Blue Shift merged in, along with other improvements. Check README.md for more information.
Implement additional entities to hurt entities: * point_hurt: Hurt entities in a radius around it (must support changing radius using trigger_changekeyvalue) * logic_hurt: Hurt the entity that triggers it Logic...
NPCs don't currently save their current schedule and task, instead relying on the AI code to reset to a valid schedule after loading a save game. Saving this state would...
Rework damage handling to eliminate the use of global variables and fix bugs. Pass parameters to `TakeDamage` using a structure containing relevant information. This structure can also be used to...
Pass the original caller when delay triggering entities. `CBaseDelay::SUB_UseTargets` always passes `this` as the caller, even if `this` is a temporary entity created to delay the triggering of other entities....
Add an entity list class to store variables related to the entity list. The pointer to the entity list can be cached in this class and used to eliminate unnecessary...
Add a save game version check to trivially reject save games that are incompatible with the current version of the game. Changes made to the game often break support for...
Scroll weapon buckets if they don't fit on screen. If a weapon bucket contains too many weapons to show on-screen players will not be able to see which one they...
Refactor HUD globals into class members. This helps to keep variables related to a particular HUD element in the HUD class.
Move ammo HUD sprites to `hud.json`. They are currently defined in the individual weapon config files. The HUD looks up the ammo sprites by looking for the first weapon that...
Dead player weapons aren't packed in the weaponbox dropped on death. Consider enabling this, or dropping the equipped weapon directly.