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| author | salmonik <salmonik@tuta.io> | 2026-10-27 21:37:41 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-10-27 21:37:41 +0100 |
| commit | 77bd6ba7054b19332dc357e866f158321ec889fb (patch) | |
| tree | 741c046d925bd1dbfc8af935954f3eab6c027660 /CONTEXT.md | |
| parent | Item ESP: tag breakable wood/plastic/metal crates (diff) | |
| download | hl2h-77bd6ba7054b19332dc357e866f158321ec889fb.tar.gz hl2h-77bd6ba7054b19332dc357e866f158321ec889fb.zip | |
Item ESP: tag world weapons, name ammo types, restrict crates
- Add a Weapons category and classify world weapon models (crowbar, pistol,
revolver, SMG, AR2, shotgun, crossbow, RPG, grenade, gravity gun, stunstick,
bugbait, sniper). Skip the active weapon and anything with a valid
m_hOwner/m_hOwnerEntity handle so held weapons do not tag.
- Label ammo by model: pistol, SMG, AR2, .357, crossbow, shotgun, sniper,
flares, AR2 grenade, RPG rocket and specific ammo-crate variants.
- Only item_item_crate and item_beacon_crate are supply crates; generic
breakable crates are no longer tagged. Crate chunks stay excluded.
- Add item diagnostics: category state, prop-like entities with class/model/
kind/distance/origin, and every item crate seen.
Diffstat (limited to '')
| -rw-r--r-- | CONTEXT.md | 18 |
1 files changed, 11 insertions, 7 deletions
| @@ -82,6 +82,7 @@ Relevant vtable slots (this build): | |||
| 82 | | `m_nModelIndex` | `0x7C` | | 82 | | `m_nModelIndex` | `0x7C` | |
| 83 | | `m_vecAbsVelocity` (client local, not netvar) | `0x11C` | | 83 | | `m_vecAbsVelocity` (client local, not netvar) | `0x11C` | |
| 84 | | `m_hActiveWeapon` (client netvar; server fallback `0x824`) | resolved by name | | 84 | | `m_hActiveWeapon` (client netvar; server fallback `0x824`) | resolved by name | |
| 85 | | `m_hOwnerEntity` / `m_hOwner` (held weapons) | resolved by name | | ||
| 85 | 86 | ||
| 86 | - Eye position = `m_vecOrigin + m_vecViewOffset` on **all three axes**. | 87 | - Eye position = `m_vecOrigin + m_vecViewOffset` on **all three axes**. |
| 87 | (The old code added the X component to Z, which left the eye ~64 units low.) | 88 | (The old code added the X component to Z, which left the eye ~64 units low.) |
| @@ -271,16 +272,19 @@ vocabulary / decisions. | |||
| 271 | ## Valuable items | 272 | ## Valuable items |
| 272 | 273 | ||
| 273 | - Visuals feature; Active is on by default and unbound (always-on). | 274 | - Visuals feature; Active is on by default and unbound (always-on). |
| 274 | - Scans the client entity list every 100 ms for item models/classes and tags | 275 | - Scans the client entity list every 100 ms and tags health, ammo, armor/suit, |
| 275 | health, ammo, armor/suit, supply crates and generic items. | 276 | world weapon pickups, the two supply-crate models and generic items. |
| 276 | - Each tag is a colored marker with a name and optional distance, filtered by | 277 | - Each tag is a colored marker with a name and optional distance, filtered by |
| 277 | category toggles and a max-distance slider. Drawn through walls and | 278 | category toggles and a max-distance slider. Drawn through walls and |
| 278 | independently of the hostile NPC ESP. | 279 | independently of the hostile NPC ESP. |
| 279 | - Detection is model-first (`models/items/...`, `models/healthvial.mdl`, | 280 | - Ammo labels are specific where the model is known: pistol, SMG, AR2, .357, |
| 280 | `models/props_combine/*_charger*.mdl`, `models/w_longjump.mdl`) with class | 281 | crossbow, shotgun, sniper, flares, AR2 grenade, RPG rocket, plus ammo-crate |
| 281 | fallbacks. Generic breakable wood/plastic/metal crates are tagged as | 282 | variants. Unknown ammo falls back to "Ammo". |
| 282 | "Crate"; crate chunk debris is ignored. Weapon pickups are intentionally | 283 | - Weapons are world pickups only: the active weapon and anything with a valid |
| 283 | not tagged. | 284 | `m_hOwner`/`m_hOwnerEntity` handle is skipped. |
| 285 | - Only `item_item_crate` and `item_beacon_crate` are tagged as supply crates. | ||
| 286 | Other breakable crates are intentionally ignored; crate chunk debris is | ||
| 287 | skipped. | ||
| 284 | 288 | ||
| 285 | ## Roadmap / TODO | 289 | ## Roadmap / TODO |
| 286 | 290 | ||
