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authorsalmonik <salmonik@tuta.io>2026-10-28 13:54:16 +0100
committersalmonik <salmonik@tuta.io>2026-10-28 13:54:16 +0100
commitd156c4d06abca9284cb116063494355f53354d86 (patch)
tree5289eb9a99716af4fb32448adfd07a89748a6c84 /play.sh
parentMelee: surface weapon state across maps; reset stale caches (diff)
downloadhl2h-d156c4d06abca9284cb116063494355f53354d86.tar.gz
hl2h-d156c4d06abca9284cb116063494355f53354d86.zip
Handles: use the 11-bit networked EHANDLE entity index
The client m_hActiveWeapon is a networked EHANDLE: low 11 bits are the entity index and the rest is the serial. Masking with 0xFFFF included serial bits, so on later maps the weapon index became garbage (e.g. 49184/12319) and melee killbot could not recognize the crowbar. Use 0x7FF for client and server active-weapon handles, weapon owner checks and item-ESP weapon skips. Document the layout in CONTEXT.
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