nuclide/src/gs-entbase
2023-10-11 01:05:19 -07:00
..
client func_smokevolume: fix warning in predraw. 2023-10-03 10:52:22 -07:00
server env_model: Initial implementation of this SoHL entity 2023-10-06 00:21:17 -07:00
shared Client: add new cheat cvar: r_skipWorld 2023-10-11 01:05:19 -07:00
client.src env_glow: from client-side only entity to shared. also support other rendermodes (accurate to GoldSrc) 2023-09-19 23:01:59 -07:00
decals.h DecalGroups: precache decal groups up front to avoid loading and frames where decals are white/invisible. 2023-07-14 18:08:29 -07:00
README Update gs-entbase README 2020-06-12 16:30:09 +02:00
server.src env_model: Initial implementation of this SoHL entity 2023-10-06 00:21:17 -07:00
shared.src env_shockwave: Initial implementation of this SoHL entity 2023-10-06 00:20:48 -07:00

GENERAL ENTITY CODE BASE
========================

This is part reverse-engineering effort, part innovation, in terms of reusable
and game-agnostic map-entity logic.

A lot of entities from Half-Life and Source Engine based titles are implemented.
Those are made possible through the documentation efforts of twhl.info
and a lot of trial and error. A lot of mods and custom maps have been used to
make sure this is as compatible as can be. It's always improving.

Others objects I have come up with on my own for the projects.

A few warnings to the uneducated:
If you're planning on merging or using any of this code in combination with the
original Half-Life SDK, you're violating the Half-Life SDK License Agreement.

Thanks to Spike for FTEQCC's advanced features and his engine, FTEQW, that makes
FreeCS and other projects even possible.

Marco 'eukara' Hladik