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authorsalmonik <salmonik@tuta.io>2026-11-04 14:28:21 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 14:28:21 +0100
commit714262bcf759a238daf906de16e7b204712a104f (patch)
treed208ecfbbdb0f5f2f27aa888c806e38198ad1d52 /src/hl2h.cpp
parentRemove gamma slider; keep HDR brightness (diff)
downloadhl2h-714262bcf759a238daf906de16e7b204712a104f.tar.gz
hl2h-714262bcf759a238daf906de16e7b204712a104f.zip
Add usable item filter, projectile ESP and gravity-gun melee
- Items: "Only if usable" hides health tags at full health and armor at full suit. Health ceiling is the server player's m_iMaxHealth; armor uses the server m_ArmorValue against HL2's 100 cap. Fails open when unreadable. - Projectiles: new Visuals feature/card for thrown grenades, RPG rockets, helicopter bombs and AR2 balls. Fuse from server m_flDetonateTime vs engine time; radius from m_DmgRadius with per-type fallback; optional 24-segment radius ring and FRAG timer label. - Melee: the killbot now handles the gravity gun as well; only VULNERABLE targets, 1200-unit range, primary attack to launch the held object, and no aim-punch compensation because the launch uses EyeVectors. - Server/netvars: m_ArmorValue, m_flDetonateTime, m_DmgRadius.
Diffstat (limited to 'src/hl2h.cpp')
-rw-r--r--src/hl2h.cpp11
1 files changed, 7 insertions, 4 deletions
diff --git a/src/hl2h.cpp b/src/hl2h.cpp
index ca7ee85..703a582 100644
--- a/src/hl2h.cpp
+++ b/src/hl2h.cpp
@@ -909,15 +909,18 @@ static void do_move(int seq, float frametime) {
909 note_modified(cmd, flags, vel); 909 note_modified(cmd, flags, vel);
910 910
911 bool melee = feature_active(FEAT_MELEE) && melee_weapon_active(ent); 911 bool melee = feature_active(FEAT_MELEE) && melee_weapon_active(ent);
912 bool gravity = feature_active(FEAT_MELEE) && gravity_gun_active(ent);
913 bool melee_mode = melee || gravity;
912 914
913 if (!feature_active(FEAT_AIMBOT) || !feature_has_bind(FEAT_AIMBOT) || melee) 915 if (!feature_active(FEAT_AIMBOT) || !feature_has_bind(FEAT_AIMBOT) ||
916 melee_mode)
914 aimbot_reset_lock(); 917 aimbot_reset_lock();
915 if (!feature_active(FEAT_SILENTAIM) || !feature_has_bind(FEAT_SILENTAIM) || 918 if (!feature_active(FEAT_SILENTAIM) || !feature_has_bind(FEAT_SILENTAIM) ||
916 melee) 919 melee_mode)
917 silentaim_reset_lock(); 920 silentaim_reset_lock();
918 921
919 if (melee) { 922 if (melee_mode) {
920 if (melee_aimbot_apply(cmd)) 923 if (melee_aimbot_apply(cmd, gravity && !melee))
921 note_modified(cmd, flags, vel); 924 note_modified(cmd, flags, vel);
922 } else { 925 } else {
923 if (feature_active(FEAT_AIMBOT)) { 926 if (feature_active(FEAT_AIMBOT)) {