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| author | salmonik <salmonik@tuta.io> | 2026-10-27 20:15:51 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-10-27 20:15:51 +0100 |
| commit | ba500fef7fbf94725f18541b0e23a45591379dba (patch) | |
| tree | f1eec8ad34e532fb7bcb9172083c78d96bcdca4f /CONTEXT.md | |
| parent | Overlay: keep GUI and toasts drawing if the ESP font fails (diff) | |
| download | hl2h-ba500fef7fbf94725f18541b0e23a45591379dba.tar.gz hl2h-ba500fef7fbf94725f18541b0e23a45591379dba.zip | |
Fix tooltip truncation; add Stucklaunch assist
Tooltips: text_in() shifted the x position to fit the full string before
truncating, which drew the tooltip text outside its box. Truncate to the
available width first, then clamp inside the clip.
Stucklaunch (Movement):
- opt-in feature (Active off by default) with its own bind;
- holds jump, alternates +use every 2 ticks to regrab a physics prop,
optionally +attack while the gravity gun is active, and air-strafes;
- engagement uses m_hGroundEntity (client netvar) latched for ~0.5 s so the
prop stays active while airborne; falls back to running whenever active if
the netvar is unavailable, with a startup warning to bind it;
- does not spawn or place props; the player supplies the prop and initial
speed.
Config gets [stucklaunch] active/bind/use_spam/gravspam/autostrafe; Reset
restores those defaults. CONTEXT documents the assist and its limits.
Diffstat (limited to 'CONTEXT.md')
| -rw-r--r-- | CONTEXT.md | 20 |
1 files changed, 16 insertions, 4 deletions
| @@ -264,12 +264,24 @@ vocabulary / decisions. | |||
| 264 | - Aimbot vischeck (`MASK_VISIBLE`/world-only) differs from triggerbot | 264 | - Aimbot vischeck (`MASK_VISIBLE`/world-only) differs from triggerbot |
| 265 | (`MASK_SHOT`/all entities): glass and static props can behave differently. | 265 | (`MASK_SHOT`/all entities): glass and static props can behave differently. |
| 266 | 266 | ||
| 267 | ## Stucklaunch assist | ||
| 268 | |||
| 269 | - Optional Movement feature; Active is off by default. | ||
| 270 | - While engaged it holds jump, alternates +use every 2 ticks to regrab a | ||
| 271 | physics prop, optionally alternates +attack while the gravity gun is | ||
| 272 | active, and air-strafes the hops. | ||
| 273 | - Engagement comes from `m_hGroundEntity`, latched for ~0.5 s so the prop | ||
| 274 | stays "active" during each hop. If that netvar is unavailable it runs | ||
| 275 | whenever the feature is active, so bind it to a key. | ||
| 276 | - It does not spawn or move props. The player still supplies the prop and the | ||
| 277 | small initial speed. Pallets and brush physboxes work best. | ||
| 278 | |||
| 267 | ## Roadmap / TODO | 279 | ## Roadmap / TODO |
| 268 | 280 | ||
| 269 | - **GUI**: replace/augment the VGUI ISurface menu with an immediate-mode GUI | 281 | - **Stucklaunch tuning**: use-spam period, prop class coverage, and a possible |
| 270 | (Dear ImGui or a custom implementation); needs a design grill first. | 282 | pause/unpause variant still need in-game testing. |
| 271 | - **Server-side spread/recoil control**: optional single-player writes to the | 283 | - **Server-side spread/recoil control**: not planned; recoil and accuracy |
| 272 | pistol accuracy penalty and view punch, and a true zero-cone hook if wanted. | 284 | penalties are intentionally left stock. |
| 273 | - **Distance weapon spread thesis**: addressed by Spread control; stock HL2 | 285 | - **Distance weapon spread thesis**: addressed by Spread control; stock HL2 |
| 274 | hitscan damage is range-independent, so distance efficiency is the cone. | 286 | hitscan damage is range-independent, so distance efficiency is the cone. |
| 275 | 287 | ||
