Sam Vanheer
Sam Vanheer
In Opposing Force's CTF gamemode, when the player info bar is visible for a friendly player the player's health is shown. When the player is dead and their health is...
When the engine loads wad files used by a map in `TEX_InitFromWad` it doesn't first check if the `FileHandle_t texfiles[128]` array has space left to store another file handle. As...
In Opposing Force, when a player has the CTF backpack powerup equipped and they attempt to reload a shotgun or spore launcher that's already full the animation will still play,...
The method `CBaseMonster::ReportAIState` prints the string name of the `MONSTERSTATE` enum value currently used by the monster. The array of names doesn't consider all values and won't print the last...
This is the fix for #1815 that was added in a previous update to the game. This PR applies the fix to the SDK.
When the material system parses configuration data from material files it frees the file's contents incorrectly. The function `MAT_SetDefaults` loads the file, parses the data and then passes a null...
The particle manager has a use-after-free bug that results in a particle that is considered visible, but that has been destroyed still being accessed in order to draw it. The...
The particle manager maintains a list of active physics forces added using this method: https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/public/particleman.h#L33 In `IParticleMan_Active::Update` forces that have timed out are supposed to be removed, but due to...
Originally found by Hell-met: https://facepunch.com/showthread.php?t=1507632&p=51218004&viewfull=1#post51218004 If you've taken acid damage from antlion workers once, then you will get the HUD flashing effect every time you take damage. I debugged this,...
The program's geometry is saved and restored to maintain its previous position and size. When the program is closed in a windowed state it is restored in maximized state.