Because GoldSrc scripting is generally janky and any combinatorial logic gets tedious rapidly, needing you to work around the idiosyncrasies of multisource and togglable entities, I decided to implement a scripting language in the GoldSrc engine.
I wanted a map-controllable sandboxed environment that did not require learning a new language, sullying yourself with 1-indexed arrays, or using a syntax too dissimilar to C.
I went with WASM so any language that compiles down to it will work (e.g. C, Rust, Go, COBOL even), and chose to embed wasm-micro-runtime in Half-Life.
While the Critical Dynamics mod is still in development, the sources for the WASM integration are already available. Do mind that it is a work in progress, the native interface can and will change depending on what the mod needs.
In its current state it can supplant many if not all multisource/multi_manager/trigger_relay spaghetti with code as clean as you can write.
Sources and demos are available in the Half-Life WASM repository.
Conway's Game of Life running inside the sandbox.
This is not implemented in the game's code but in a .wasm controlled by the BSP.