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| author | salmonik <salmonik@tuta.io> | 2026-11-06 16:09:55 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-06 16:09:55 +0100 |
| commit | 33f5ed9ef58f26c6b3b52cf605dd4311d658a60d (patch) | |
| tree | a97254872e465c9107b7ef19695ab56bb076d7e2 /src/bones.cpp | |
| parent | Items: log the usable ammo table once (diff) | |
| download | hl2h-33f5ed9ef58f26c6b3b52cf605dd4311d658a60d.tar.gz hl2h-33f5ed9ef58f26c6b3b52cf605dd4311d658a60d.zip | |
Fix audit findings: crash safety, correctness, rendering, performance
Crash/UB:
- gate every hook behind an init-stage flag until config/surface/input are ready
- publish module maps as immutable atomic snapshots instead of reallocating
shared vectors under unlocked readers
- validate the %ebp walk in the RandomSeed/RandomFloat hooks against the stack
- bounds-check every RecvTable/RecvProp/string dereference with module_range()
- preserve the Itanium vtable header when cloning (client, CInput, model render,
studio render)
- reject negative usercmd sequence numbers; guard config_load against a null
section target; cap the bone parent walk; check mprotect; drop PROT_EXEC on
the GOT patch; absorb server.so .bss tail
Correctness:
- filter dormant entities across ESP, aimbot, triggerbot, melee, items and
projectiles (slot self-tested against the local player)
- reset the server-health latch per map and only latch on valid model indices
- bone cache sized for the 128-target scan; set valid=false on every failure;
head_position keeps searching past an invalid bone
- vischeck steps past glass by probing until clear, and ignores entities owned
by the target (held weapons, bone followers)
- aimbot: maxs no longer disables it, AABB-aware FOV prefilter, lock hysteresis,
lead point re-checked for FOV and visibility
- spread: seed hook arms on the no-spread toggle alone; engine toggle only
controls the RandomFloat zeroing
- resolve m_hOwnerEntity/m_hOwner; NPC lead velocity from the server entity
- vector_angles pitch range, point_ground normal test, underwater jump+duck no
longer skips combat, semi-auto press/release edge for synthetic fire
- item/projectile markers and blast rings refresh origin per frame while
discovery stays at 10 Hz; trajectory uses the real m_DmgRadius and honours
the blast-radius toggle
Rendering/GUI:
- one overlay draw per engine frame (FRAME_RENDER_START boundary), fixing
alpha stacking and the speed-graph flicker
- clipped lines/outlines and ellipsised text instead of drawing past the
content pane or shifting over neighbours
- dropdown dismissal consumes the click; hover ignores hidden controls
- chams: reset AlphaModulate, reference shared materials once, restore prop
tint colour; fonts created once per handle
- projection uses Source's 4:3 aspect scaling and roll; screen size refreshed
each frame; FOV circle gated on the aim toggles, not the bind
Performance:
- TTL caches for NPC relation, friendly/neutral and damage class
- model names memoised per model index
- entity pointer -> index cache for the triggerbot (was a 4096-slot walk/tick)
Build:
- real Makefile with -MMD dependency tracking, debug/release objects and an
always-relink rule; build.sh kept as a thin wrapper
Diffstat (limited to '')
| -rw-r--r-- | src/bones.cpp | 36 |
1 files changed, 25 insertions, 11 deletions
diff --git a/src/bones.cpp b/src/bones.cpp index c777067..c4168a9 100644 --- a/src/bones.cpp +++ b/src/bones.cpp | |||
| @@ -100,7 +100,10 @@ struct BoneEntry { | |||
| 100 | Matrix3x4 mats[MAX_BONES]; | 100 | Matrix3x4 mats[MAX_BONES]; |
| 101 | }; | 101 | }; |
| 102 | 102 | ||
| 103 | static BoneEntry g_entries[64]; | 103 | // Sized for the 128-target scan with headroom: failed updates also allocate an |
| 104 | // entry, and 64 slots evicted live NPCs mid-frame. | ||
| 105 | constexpr int BONE_CACHE = 192; | ||
| 106 | static BoneEntry g_entries[BONE_CACHE]; | ||
| 104 | static int g_next = 0; | 107 | static int g_next = 0; |
| 105 | static int g_logged = 0; | 108 | static int g_logged = 0; |
| 106 | static bool g_renderable_warned = false; | 109 | static bool g_renderable_warned = false; |
| @@ -112,14 +115,14 @@ static double bone_now() { | |||
| 112 | } | 115 | } |
| 113 | 116 | ||
| 114 | static BoneEntry *find_entry(int idx) { | 117 | static BoneEntry *find_entry(int idx) { |
| 115 | for (int i = 0; i < 64; i++) | 118 | for (int i = 0; i < BONE_CACHE; i++) |
| 116 | if (g_entries[i].ent && g_entries[i].idx == idx) | 119 | if (g_entries[i].ent && g_entries[i].idx == idx) |
| 117 | return &g_entries[i]; | 120 | return &g_entries[i]; |
| 118 | return nullptr; | 121 | return nullptr; |
| 119 | } | 122 | } |
| 120 | 123 | ||
| 121 | static BoneEntry *alloc_entry(int idx, void *ent) { | 124 | static BoneEntry *alloc_entry(int idx, void *ent) { |
| 122 | BoneEntry *e = &g_entries[g_next++ % 64]; | 125 | BoneEntry *e = &g_entries[g_next++ % BONE_CACHE]; |
| 123 | memset(e, 0, sizeof(*e)); | 126 | memset(e, 0, sizeof(*e)); |
| 124 | e->idx = idx; | 127 | e->idx = idx; |
| 125 | e->ent = ent; | 128 | e->ent = ent; |
| @@ -321,13 +324,17 @@ bool bones_update(int idx, void *ent) { | |||
| 321 | 324 | ||
| 322 | const void *expected = | 325 | const void *expected = |
| 323 | vfunc<GetModelIdxFn>(g_iface.modelinfo, 2)(g_iface.modelinfo, modelindex); | 326 | vfunc<GetModelIdxFn>(g_iface.modelinfo, 2)(g_iface.modelinfo, modelindex); |
| 324 | if (!expected) | 327 | if (!expected) { |
| 328 | e->valid = false; | ||
| 325 | return false; | 329 | return false; |
| 330 | } | ||
| 326 | 331 | ||
| 327 | // IClientUnknown::GetClientRenderable = primary vtable slot 6. | 332 | // IClientUnknown::GetClientRenderable = primary vtable slot 6. |
| 328 | void *r = vfunc<GetRenderableFn>(ent, 6)(ent); | 333 | void *r = vfunc<GetRenderableFn>(ent, 6)(ent); |
| 329 | if (!r) | 334 | if (!r) { |
| 335 | e->valid = false; | ||
| 330 | return false; | 336 | return false; |
| 337 | } | ||
| 331 | // Validate the interface before using SetupBones on it. | 338 | // Validate the interface before using SetupBones on it. |
| 332 | const void *rmodel = vfunc<GetModelFn>(r, 9)(r); | 339 | const void *rmodel = vfunc<GetModelFn>(r, 9)(r); |
| 333 | if (rmodel != expected) { | 340 | if (rmodel != expected) { |
| @@ -418,9 +425,14 @@ int bone_nearest_core_parent(int idx, int bone) { | |||
| 418 | return -1; | 425 | return -1; |
| 419 | int p = bone_at(e->hdr, bone)->parent; | 426 | int p = bone_at(e->hdr, bone)->parent; |
| 420 | if (!e->humanoid) { | 427 | if (!e->humanoid) { |
| 421 | while (p >= 0 && p < e->count && !e->bone_valid[p]) | 428 | // Same cycle guard as the core path: a malformed model can self-parent a |
| 429 | // bone whose matrix is invalid, which would spin here forever. | ||
| 430 | for (int guard = 0; p >= 0 && p < e->count && guard < 64; guard++) { | ||
| 431 | if (e->bone_valid[p]) | ||
| 432 | return p; | ||
| 422 | p = bone_at(e->hdr, p)->parent; | 433 | p = bone_at(e->hdr, p)->parent; |
| 423 | return (p >= 0 && p < e->count) ? p : -1; | 434 | } |
| 435 | return -1; | ||
| 424 | } | 436 | } |
| 425 | for (int guard = 0; p >= 0 && p < e->count && guard < 64; guard++) { | 437 | for (int guard = 0; p >= 0 && p < e->count && guard < 64; guard++) { |
| 426 | if (e->core[p] && e->bone_valid[p]) | 438 | if (e->core[p] && e->bone_valid[p]) |
| @@ -487,14 +499,16 @@ bool head_position(int idx, Vector &out) { | |||
| 487 | if (boxes[i].bone < 0 || boxes[i].bone >= e->count) | 499 | if (boxes[i].bone < 0 || boxes[i].bone >= e->count) |
| 488 | continue; | 500 | continue; |
| 489 | const char *bn = bone_name_raw(e->hdr, boxes[i].bone); | 501 | const char *bn = bone_name_raw(e->hdr, boxes[i].bone); |
| 490 | if (bn && head_like_name(bn)) | 502 | // Keep looking: the first name match can be a bone whose matrix failed |
| 491 | return hitbox_world(e, boxes[i], out); | 503 | // validation, and returning its false result aborted the whole search. |
| 504 | if (bn && head_like_name(bn) && hitbox_world(e, boxes[i], out)) | ||
| 505 | return true; | ||
| 492 | } | 506 | } |
| 493 | } | 507 | } |
| 494 | for (int i = 0; i < e->count; i++) { | 508 | for (int i = 0; i < e->count; i++) { |
| 495 | const char *bn = bone_name_raw(e->hdr, i); | 509 | const char *bn = bone_name_raw(e->hdr, i); |
| 496 | if (bn && head_like_name(bn)) | 510 | if (bn && head_like_name(bn) && bone_pos(idx, i, out)) |
| 497 | return bone_pos(idx, i, out); | 511 | return true; |
| 498 | } | 512 | } |
| 499 | // Last resort for non-humanoid models with unnamed heads/hitboxes: the | 513 | // Last resort for non-humanoid models with unnamed heads/hitboxes: the |
| 500 | // first hitbox is the body (still a valid aim point). | 514 | // first hitbox is the body (still a valid aim point). |
