Is your feature request related to a problem? Please describe.
Source SDK 2013's multiplayer does not support NPCs in virtually any capacity. The code relies on UTIL_GetLocalPlayer() and AI_GetSinglePlayer() too much, often not accounting for when either of the two don't exist.
Describe the solution you'd like
Partial integration of SecobMod is the most common and probably the best solution in this case. Some of the more subjective features (e.g. the portal gun) are not needed, but the actual fixes are exactly what seem to be needed.
Describe alternatives you've considered
SecobMod's NPC fixes originate from Winston's AI Multiplayer patch, which could probably be used on its own instead, although I don't know the differences.
Partial SecobMod integration is almost certain at this point, especially since there's a few other features (e.g. restoring singleplayer HL2 features) which seem interesting for giving mappers control over.
Is your feature request related to a problem? Please describe.
Source SDK 2013's multiplayer does not support NPCs in virtually any capacity. The code relies on
UTIL_GetLocalPlayer()
andAI_GetSinglePlayer()
too much, often not accounting for when either of the two don't exist.Describe the solution you'd like
Partial integration of SecobMod is the most common and probably the best solution in this case. Some of the more subjective features (e.g. the portal gun) are not needed, but the actual fixes are exactly what seem to be needed.
Describe alternatives you've considered
SecobMod's NPC fixes originate from Winston's AI Multiplayer patch, which could probably be used on its own instead, although I don't know the differences.
Additional context
SecobMod's repo is here, although there's also a Steam discussion with a newer patch.