halflife-unified-sdk
halflife-unified-sdk copied to clipboard
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.
Add RGB24 type support in save/restore. The player currently stores HUD color settings as an integer because storing an RGB24 type isn't possible.
Repeatable `env_explosion` entities can move their origin. This happens because explosions check if they are close to the ground and move themselves. A repeatable explosion will then explode in a...
func_plat has backwards mins/maxs errors when using negative height. The fgd claims height can be negative but because of how `func_plat_trigger` calculates its bounding box a negative height will result...
Make sure to precache sounds played by any server-studio studio event. Currently not all of these are recognized by game code so some sounds may not be precached automatically.
In Half-Life 1 players can +use entities through solid objects like walls. Source requires players to have a line of sight to the entity. Add an option to allow individual...
Add an option to set keyvalues for the item spawned by a broken `func_breakable`. This also involves precaching the item with the same keyvalues. See `monstermaker` which already has this...
The MOTD file contents are currently sent to clients using network messages which can cause reliable channel overflows if the file is large enough. Transferring it using the network data...
When players are killed by monsters in multiplayer the game doesn't attribute the kill as it does for player kills. The game should do this more consistently.
Enable death messages in multiplayer as optional feature. There are death messages commented out in the `CHalfLifeMultiplay` gamerules class that describe player deaths based on what killed them. These could...
The game does not track NPC kills as frags in multiplayer. This should be amended to work as it does for player kills.