Instead of using the native entities we're best off re-implementing them in c#.
It feels like we have an opportunity here, starting fresh, to delete and clean everything up, to make things make a bit more sense.
I don't think Valve have that luxury, I'm guessing they have to support demos, saves and maps from 10 years ago, they can't just fuck it all off.
attribute 'contenteditable' not allowedattribute 'blocktype' not allowed
So this month as a first step I converted doors, buttons and a light entity to c#.
This uncovered more stuff that I'd like to reimplement in c#. The native code has a MOVETYPE_PUSH system where entities (like doors) move and but push entities. They can kill entities that block their way etc.
It's a system we need because we don't really want to make things like the player/npc controllers purely physics based. But I also think it's a system that we're best off implementing in c# so we can manipulate it a bit easier.
attribute 'contenteditable' not allowedattribute 'blocktype' not allowed
Something else that came up was things like platforms and elevators. These things move in a very predictable fashion, but they're not predicted. I think we can fix that to make them silky smooth.
attribute 'contenteditable' not allowedattribute 'blocktype' not allowed