Counter-Strike 2's responsive smoke is cool and all, but can GoldSRC do it?

Yes. Yes, it can.

Alrighty, source code is now public:
https://github.com/Admer456/halflife-smoke
GitHub - Admer456/halflife-smoke: HL1 but with CS2-style interactive smoke

HL1 but with CS2-style interactive smoke. Contribute to Admer456/halflife-smoke development by creating an account on GitHub.

GitHub
@admer when you first threw the nades i thought "oh, okay, that's cool i guess", and then when you shot at the smoke my mind was blown lol. how'd you do this?

@slips

It was in three parts basically:

1) Writing a mini particle system to deal with up to 20k particles reliably and quickly, because anything GoldSRC offers out of the box is kinda slow

2) Writing ray-casting routines so that bullets can actually "collide" with the smoke particles. In reality I just copied from a tutorial online  

Finally, 3) Making it work in HL's server-client context. Grenades as objects exist only on the server, so I gotta send a message to all clients to notify them of the smoke. Then clients perform this ray-casting stuff whenever shots are fired, and in theory it works in MP thanks to clientside prediction

I am soon going to publish the source code so people can see exactly how it works

@admer wow, i'm surprised you could get all that working in goldsrc lmfao. guess you live up to your username
@admer you're insane for trying this but I LOVE it
For the smoke moving away when firing weapons, I assume you just gave the particle entities a tiny amount of health so that they "die" when shot (still doesn't explain how bullets pierce through the particles)?
If this makes zero sense it's because I have zero idea how goldsrc works and the closest thing I understand is gzdoom modding lol
@admer I'd love a devlog on this!
@GreenMan36 I would too! I plan to make one by the end of August hopefully