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authorsalmonik <salmonik@tuta.io>2026-11-04 12:39:45 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 12:39:45 +0100
commit1fa3b61163b233f6c8c6b86dfa196fb798a6f094 (patch)
treee21fd421dcfc78ef6ec73883442a60cdb6fe6597 /CONTEXT.md
parentProps: remove studio diagnostics; document the prop tint path (diff)
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ESP: classify NPC damage immunity/armour/vulnerability
- Resolve server m_takedamage (DAMAGE_NO/DAMAGE_EVENTS_ONLY = immune). - Classify gunship/strider/dropship as ARMORED (OnTakeDamage only accepts DMG_BLAST; only the RPG passes), and headcrab/antlion/manhack as VULN (gravity gun / physics impact). - ESP draws ARMORED/VULN/IMMUNE tags above the name (new "Damage tags" toggle, [esp] dmg). - Aimbot, silent aim, triggerbot and melee skip immune targets and armoured targets unless the active weapon is the RPG.
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@@ -188,6 +188,24 @@ vocabulary / decisions.
188 not aimbot targets and draw with the neutral colour. Lamarr 188 not aimbot targets and draw with the neutral colour. Lamarr
189 (`models/Lamarr.mdl`) is additionally listed as neutral by model. 189 (`models/Lamarr.mdl`) is additionally listed as neutral by model.
190 190
191## Damage classification
192
193- Every NPC is classified for ESP and target selection:
194 - `IMMUNE` — server `m_takedamage` is `DAMAGE_NO`/`DAMAGE_EVENTS_ONLY`.
195 - `ARMORED` — gunship, strider, dropship: their `OnTakeDamage` only accepts
196 blast damage (`DMG_BLAST`, with a damage threshold on gunships and a
197 distance check on striders). Only the RPG passes; bullets/grenades do not.
198 - `VULNERABLE` — headcrab, antlion, manhack: punting them with the gravity
199 gun / physics impact damage kills them.
200 - `NORMAL` — everything else.
201- ESP draws `ARMORED` (orange), `VULN` (cyan) or `IMMUNE` (grey) above the
202 name; toggle is `ESP → Damage tags` (`[esp] dmg=1`).
203- Aimbot/silent aim/triggerbot/melee skip `IMMUNE` targets always and
204 `ARMORED` targets unless the active weapon is the RPG
205 (`active_weapon_contains` for `rocket_launcher`/`rpg`).
206- Server `m_takedamage` (`FIELD_INTEGER`) is resolved alongside
207 `m_NPCState`; `0/1` means no damage.
208
191## Bones / ESP 209## Bones / ESP
192 210
193- `SetupBones(BONE_USED_BY_ANYTHING)` with engine `Time()`; studio header via 211- `SetupBones(BONE_USED_BY_ANYTHING)` with engine `Time()`; studio header via