summaryrefslogtreecommitdiffstats
path: root/src/gui.cpp
diff options
context:
space:
mode:
authorsalmonik <salmonik@tuta.io>2026-11-04 23:26:53 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 23:26:53 +0100
commit074e315c8550712dce0c7b530a90eee6aca29e63 (patch)
treefc5d6ecf6dce582971f0c3878b68f4714b8e6fba /src/gui.cpp
parentChams: working alpha via RenderView blend and a custom VMT (diff)
downloadhl2h-074e315c8550712dce0c7b530a90eee6aca29e63.tar.gz
hl2h-074e315c8550712dce0c7b530a90eee6aca29e63.zip
Add grenade trajectory, RPG armour priority, empty chargers, mega gravity gun
- Projectiles gets a "Grenade trajectory" toggle. While a frag grenade is held, simulate the weapon_frag throw (1200 u/s forward + 120 z, player velocity, gravity 600) and trace each step with a new trace_solid_segment(); reflect on impact, stop on a slow upward-normal hit, and draw the path, landing cross and a 300-unit blast ring. Verified on :99 (arcs, bounces off the tunnel wall, lands). - With the RPG equipped, armoured NPCs (striders, gunships, dropships, hunter-choppers) sort before normal enemies during target acquisition. Added helicopter/chopper to the ARMORED model list. - Empty health/suit chargers are hidden: read m_iJuice from the server datamap (0 = depleted, -1 = unreadable/fail open). - The citadel supercharged gravity gun (d3_citadel_03, d3_citadel_04, d3_breen_01 via IVEngineClient::GetLevelName) is treated as a normal weapon, so the melee aimbot no longer restricts it to VULNERABLE NPCs.
Diffstat (limited to '')
-rw-r--r--src/gui.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gui.cpp b/src/gui.cpp
index fe82762..454e2cb 100644
--- a/src/gui.cpp
+++ b/src/gui.cpp
@@ -454,6 +454,9 @@ static void build_cards() {
454 &g_proj_fuse); 454 &g_proj_fuse);
455 add_toggle(proj, "Blast radius", 455 add_toggle(proj, "Blast radius",
456 "Draw the projectile's damage radius on the ground.", &g_proj_radius); 456 "Draw the projectile's damage radius on the ground.", &g_proj_radius);
457 add_toggle(proj, "Grenade trajectory",
458 "Predict the frag grenade path, bounces and landing point.",
459 &g_proj_traj);
457 460
458 int chams = add_card(2, &g_chams, "Chams", 461 int chams = add_card(2, &g_chams, "Chams",
459 "Per-relationship model colours.", true); 462 "Per-relationship model colours.", true);