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

Yes. Yes, it can.

@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