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<title>hl2h/src/hl2h.cpp, branch master</title>
<subtitle>Simple internal C++ cheat for HL2 for GNU/Linux.
</subtitle>
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<updated>2026-11-06T15:19:25Z</updated>
<entry>
<title>Hooks: central vtable install with restore support</title>
<updated>2026-11-06T15:19:25Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-06T15:19:25Z</published>
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<id>urn:sha1:9f0724dcd25a06c5674d30d045dc485a341253b1</id>
<content type='text'>
Move vtable patching into hooks.cpp: one call clones the table, validates every
slot, records the originals and installs the clone. Installs happen from the
setup, game and paint threads, so the bookkeeping is mutex-protected.

Client, CInput, IVModelRender, IStudioRender and ISurface all use it, and
hooks_restore_all() can now put every interface back (previously impossible).
</content>
</entry>
<entry>
<title>Fix audit findings: crash safety, correctness, rendering, performance</title>
<updated>2026-11-06T15:09:55Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-06T15:09:55Z</published>
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<id>urn:sha1:33f5ed9ef58f26c6b3b52cf605dd4311d658a60d</id>
<content type='text'>
Crash/UB:
- gate every hook behind an init-stage flag until config/surface/input are ready
- publish module maps as immutable atomic snapshots instead of reallocating
  shared vectors under unlocked readers
- validate the %ebp walk in the RandomSeed/RandomFloat hooks against the stack
- bounds-check every RecvTable/RecvProp/string dereference with module_range()
- preserve the Itanium vtable header when cloning (client, CInput, model render,
  studio render)
- reject negative usercmd sequence numbers; guard config_load against a null
  section target; cap the bone parent walk; check mprotect; drop PROT_EXEC on
  the GOT patch; absorb server.so .bss tail

Correctness:
- filter dormant entities across ESP, aimbot, triggerbot, melee, items and
  projectiles (slot self-tested against the local player)
- reset the server-health latch per map and only latch on valid model indices
- bone cache sized for the 128-target scan; set valid=false on every failure;
  head_position keeps searching past an invalid bone
- vischeck steps past glass by probing until clear, and ignores entities owned
  by the target (held weapons, bone followers)
- aimbot: maxs no longer disables it, AABB-aware FOV prefilter, lock hysteresis,
  lead point re-checked for FOV and visibility
- spread: seed hook arms on the no-spread toggle alone; engine toggle only
  controls the RandomFloat zeroing
- resolve m_hOwnerEntity/m_hOwner; NPC lead velocity from the server entity
- vector_angles pitch range, point_ground normal test, underwater jump+duck no
  longer skips combat, semi-auto press/release edge for synthetic fire
- item/projectile markers and blast rings refresh origin per frame while
  discovery stays at 10 Hz; trajectory uses the real m_DmgRadius and honours
  the blast-radius toggle

Rendering/GUI:
- one overlay draw per engine frame (FRAME_RENDER_START boundary), fixing
  alpha stacking and the speed-graph flicker
- clipped lines/outlines and ellipsised text instead of drawing past the
  content pane or shifting over neighbours
- dropdown dismissal consumes the click; hover ignores hidden controls
- chams: reset AlphaModulate, reference shared materials once, restore prop
  tint colour; fonts created once per handle
- projection uses Source's 4:3 aspect scaling and roll; screen size refreshed
  each frame; FOV circle gated on the aim toggles, not the bind

Performance:
- TTL caches for NPC relation, friendly/neutral and damage class
- model names memoised per model index
- entity pointer -&gt; index cache for the triggerbot (was a 4096-slot walk/tick)

Build:
- real Makefile with -MMD dependency tracking, debug/release objects and an
  always-relink rule; build.sh kept as a thin wrapper
</content>
</entry>
<entry>
<title>Chams: working alpha via RenderView blend and a custom VMT</title>
<updated>2026-11-04T21:09:14Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T21:09:14Z</published>
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<id>urn:sha1:0cbcbfc14997eff39e0c76acf30c48b851ed1f62</id>
<content type='text'>
Testing on :99 showed the material $alpha path is a dead end: UnlitGeneric
takes translucency from the base texture/vertex alpha, and the debug materials
have neither. Follow Amalgam: apply alpha with IVRenderView::SetBlend
(VEngineRenderView014 slot 4) around the model draw, saving/restoring it.

To have something translucent to blend, write a tiny UnlitGeneric VMT with
$model 1 + $translucent 1 + a white base texture to
&lt;game&gt;/&lt;mod&gt;/materials/hl2hake/translucent.vmt (plus a custom/ copy). It is
written by a preload constructor so it exists before the material system scans
its search paths, then loaded once with FindMaterial. Styles 0/3/4/6 use it
when the colour alpha is below 255.

Also:
- Visible wireframe + through-wall: fill the visible silhouette first so the
  through-wall pass cannot show in the wireframe gaps, then draw a brightened
  contour. Style 6 is now "Solid + contour" (recolour + visible edges).
- find_modules builds local snapshots and publishes them under a mutex; the
  setup thread and the server retry could reset the shared vectors live and
  crash at startup.

Verified on :99: Solid + alpha 64 renders a see-through viewmodel, Solid +
contour shows a blue fill with bright blue contours, Additive is a translucent
coloured glow and Fullbright is a white additive glow.
</content>
</entry>
<entry>
<title>Add chams</title>
<updated>2026-11-04T16:51:20Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T16:51:20Z</published>
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<id>urn:sha1:49df428d95a7c443d418d5b7e2a93af599b54f76</id>
<content type='text'>
- Hook IVModelRender::DrawModelExecute (VEngineModel016 slot 19) and force
  models/debug/debugwhite for NPC models, identified by
  ModelRenderInfo_t::entity_index.
- Two passes: MATERIAL_VAR_IGNOREZ through walls, then normal depth, with
  IMaterial::ColorModulate for the configured colour; restore the shared
  material's flag/colour afterwards.
- Material lookup via the IMaterialSystem list, FindMaterial fallback.
- New Chams feature/card with Through walls and colour; [chams] config.
- Remove the temporary ammo/projectile/fuse diagnostics.
</content>
</entry>
<entry>
<title>Add usable item filter, projectile ESP and gravity-gun melee</title>
<updated>2026-11-04T13:28:21Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T13:28:21Z</published>
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<id>urn:sha1:714262bcf759a238daf906de16e7b204712a104f</id>
<content type='text'>
- Items: "Only if usable" hides health tags at full health and armor at full
  suit. Health ceiling is the server player's m_iMaxHealth; armor uses the
  server m_ArmorValue against HL2's 100 cap. Fails open when unreadable.
- Projectiles: new Visuals feature/card for thrown grenades, RPG rockets,
  helicopter bombs and AR2 balls. Fuse from server m_flDetonateTime vs engine
  time; radius from m_DmgRadius with per-type fallback; optional 24-segment
  radius ring and FRAG timer label.
- Melee: the killbot now handles the gravity gun as well; only VULNERABLE
  targets, 1200-unit range, primary attack to launch the held object, and no
  aim-punch compensation because the launch uses EyeVectors.
- Server/netvars: m_ArmorValue, m_flDetonateTime, m_DmgRadius.
</content>
</entry>
<entry>
<title>Remove gamma slider; keep HDR brightness</title>
<updated>2026-11-04T13:15:49Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T13:15:49Z</published>
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<id>urn:sha1:35bbdf5ee97961ecca7cda2c3ad98aed558ace60</id>
<content type='text'>
Wayland/XWayland discards window gamma ramps, so mat_monitorgamma could not
work on the development setup. Drop the slider, config key and readback.
Keep the in-engine HDR tonemap brightness and document that Fullbright turns
tonemapping off.
</content>
</entry>
<entry>
<title>Add HDR tonemap brightness slider</title>
<updated>2026-11-04T13:11:40Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T13:11:40Z</published>
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<id>urn:sha1:592b865ca5c98d1df2153ea5b77f67aa8a76db60</id>
<content type='text'>
The engine applies mat_monitorgamma (SDL receives changing ramp midpoints),
but Wayland/XWayland compositors discard the window gamma ramp, so the gamma
slider has no visible effect there. Add an in-engine brightness control that
does not depend on the window system: mat_force_tonemap_scale, exposed as
"HDR brightness" (x10, 0 = automatic). Drop the temporary SDL gamma ramp
diagnostic.
</content>
</entry>
<entry>
<title>Gamma: clamp slider to the engine's 2.6 cap, defer readback</title>
<updated>2026-11-04T13:07:49Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T13:07:49Z</published>
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<id>urn:sha1:5bc97393aee4124b00db3ab4fbe8d6e26ba88069</id>
<content type='text'>
The engine clamps mat_monitorgamma at 2.6, so the 2.8..3.0 end of the slider
did nothing. Read the value back one tick later (ClientCmd is queued) and
interpose SDL_SetWindowGammaRamp to see whether the engine pushes a ramp at
all.
</content>
</entry>
<entry>
<title>Transitions: per-trigger targets and 3D wireframe; FOV range fixes</title>
<updated>2026-11-04T13:04:39Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T13:04:39Z</published>
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<id>urn:sha1:8cd07c04efafcd3e927a21152d10e9fafea54517</id>
<content type='text'>
- Each changelevel trigger now shows its own target map. The trigger whose
  target is the map we came from is marked "&lt;- map"; the forward one is
  "-&gt; map". No more appending one global previous-map line to every box.
- Draw the volume as a projected 8-corner / 12-edge wireframe with the tag
  above its highest visible corner instead of a screen-space rectangle.
- Camera FOV is 40..140 (stock 75) and viewmodel FOV 20..120 (stock 54); 0 is
  no longer allowed and old configs using 0 migrate to the stock value.
- Log the mat_monitorgamma readback via ICvar so we can tell whether the
  command is rejected or the OS/compositor ignores the gamma ramp.
</content>
</entry>
<entry>
<title>Add ESP, aim, view and movement batch</title>
<updated>2026-11-04T12:53:45Z</updated>
<author>
<name>salmonik</name>
<email>salmonik@tuta.io</email>
</author>
<published>2026-11-04T12:53:45Z</published>
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<id>urn:sha1:12fde50efc7e1f1d123f9fc34ffef53d4387de2d</id>
<content type='text'>
- ESP: alert state (IDLE/ALERT/COMBAT/SCRIPT), enemy weapon labels, hostile/
  neutral/friendly colour pickers, off-screen direction arrows, and
  trigger_changelevel volumes with next/previous map labels.
- Aim: silent aim reuses the Aimbot FOV, vischeck and bone settings; add
  optional aim-punch compensation for aimbot, silent aim, triggerbot and
  melee (server bullets add m_vecPunchAngle to the usercmd angles).
- View: always-on Camera / display card with camera FOV (writes the client
  m_iDefaultFOV netvar), viewmodel FOV and monitor gamma (client cvars).
- Movement: Jump assist card with auto crouch-jump and edge jump (point
  ground probe 0.12 s ahead).
- Spread: Engine spread override toggle gates the direct RandomFloat zeroing;
  off leaves only the seed search.
- Server: entity count/base/classname helpers, trigger_changelevel map name
  and world bounds via IServerUnknown/ICollideable.
- Netvars: m_vecPunchAngle and m_iDefaultFOV.
</content>
</entry>
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