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authorsalmonik <salmonik@tuta.io>2026-11-04 13:53:45 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 13:53:45 +0100
commit12fde50efc7e1f1d123f9fc34ffef53d4387de2d (patch)
tree4de53807ce23df9b63598a0e3a12620ff19eb7cc /play.sh
parentNo spread: detect pellet draws from the FireBullets seed call (diff)
downloadhl2h-12fde50efc7e1f1d123f9fc34ffef53d4387de2d.tar.gz
hl2h-12fde50efc7e1f1d123f9fc34ffef53d4387de2d.zip
Add ESP, aim, view and movement batch
- 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.
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