halflife-updated icon indicating copy to clipboard operation
halflife-updated copied to clipboard

Half-Life SDK updated to compile under VS2019 and 2022. Check README.md for more information.

Results 28 halflife-updated issues
Sort by recently updated
recently updated
newest added

See this post for an update on this project's future: https://twhl.info/thread/view/20055?page=2#post-346105

Calling `delete particle` changes the `_particles` vector (due to how the `CMiniMem::Deallocate` is implemented) thus invalidating the loop iterator. https://github.com/twhl-community/halflife-updated/blob/d2da2f17fd66291567f8853506d6e728fea1fdd0/cl_dll/particleman/CMiniMem.cpp#L213-L217 To reproduce create some particles and change map while particles...

Add `sv_load_mod_maps`, contrary to `sv_load_all_maps` it only loads mod-specific maps to avoid loading 125 extra maps if you base your mod on `valve` and only care about your own maps....

When using `game_player_equip` (or anything that calls a `GiveNamedItem` variant) the items are spawned on the player origin, flashing in their view for a frame before being killed. The fix...

This repository has been moved to the twhl-community Github organization. Make sure to update any links you have to the repository to match the new location. More information here: https://twhl.info/thread/view/20055?page=4#post-348447

All 3 Updated projects currently use a packager and installer written in C# that is run using dotnet script. Switching to the Unified SDK's packager and installer code helps to...

enhancement

Integrate the changes made in the Half-Life anniversary update into this SDK. Normally this should be done by merging in the updated SDK that Valve announced. Ideally this should be...

enhancement

When compiled with GCC, the result of anglemod is incorrect, probably due to the way `(360.0 / 65536)` and `(65536 / 360.0)` are pre-calculated when using the C++17 standard. This...

This updates the "hack" to tell the client what objects are breakable glass by setting the `pev->playerclass` field. Constants have been defined to make it more clear what's going on....

This is a very specific quirk that I discovered while testing other changes. The Gauss Gun will kill breakables, resulting in the `pev->takedamage` field being set to `0`. The `ReflectGauss`...