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.
Weapon and ammo iteration currently has an overcomplicated interface because they use 1-based indices. For weapons id 0 is `WEAPON_NONE`, but for ammo types there is no reason why 0...
The HUD notify area is located in the top left of the screen and used to contain text printed to the notify area (see `HUD_PRINTNOTIFY`). An update to the engine...
Enabling log output for the node graph causes a lot of errors to be logged for some maps (e.g. `c2a3d`) which causes performance issues that slows down graph generation to...
The sound system currently stops playing sentences if it encounters a non-existent word. Changing this to skip bad words while continuing to play other words would be better but not...
The new sound system only provides EAX-based sound effects. Implementing software-based effects would allow the effects that most people are familiar with to be used. This is tough to implement...
Convert `Con_Printf` & `UTIL_VarArgs` to use `fmt::format`. This makes logging code more consistent between the use of spdlog loggers and standalone logging code.
Add weather effects entities from Condition Zero. HLEnhanced includes these.
Add sound effects for grass. Counter-Strike defines grass to be type 'X' but no footstep sounds exist for it.
Tripmine laser beams can be walked through sometimes. This could be a timing issue (tripmines only check if the beam is crossed every so often) but it could also be...
When an entity creates another entity certain properties should be passed on. Properties like model, sound and sentence replacement files and classifications are probable candidates for this.