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| author | salmonik <salmonik@tuta.io> | 2026-11-04 23:26:53 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-11-04 23:26:53 +0100 |
| commit | 074e315c8550712dce0c7b530a90eee6aca29e63 (patch) | |
| tree | fc5d6ecf6dce582971f0c3878b68f4714b8e6fba /src/hl2h.h | |
| parent | Chams: working alpha via RenderView blend and a custom VMT (diff) | |
| download | hl2h-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/hl2h.h | 5 |
1 files changed, 4 insertions, 1 deletions
| @@ -230,7 +230,7 @@ struct FeatureState { | |||
| 230 | extern FeatureState g_bhop, g_abh, g_jumpbug, g_melee, g_spread, g_esp, | 230 | extern FeatureState g_bhop, g_abh, g_jumpbug, g_melee, g_spread, g_esp, |
| 231 | g_aimbot, g_triggerbot, g_silentaim, g_item_esp, g_fullbright, | 231 | g_aimbot, g_triggerbot, g_silentaim, g_item_esp, g_fullbright, |
| 232 | g_world_tint, g_fog, g_skybox, g_projectiles, g_chams; | 232 | g_world_tint, g_fog, g_skybox, g_projectiles, g_chams; |
| 233 | extern bool g_proj_fuse, g_proj_radius; | 233 | extern bool g_proj_fuse, g_proj_radius, g_proj_traj; |
| 234 | 234 | ||
| 235 | // Chams settings per relationship, and separate visible / through-wall | 235 | // Chams settings per relationship, and separate visible / through-wall |
| 236 | // (invisible) material and colour. The viewmodel has a single style. | 236 | // (invisible) material and colour. The viewmodel has a single style. |
| @@ -319,6 +319,7 @@ int server_player_ammo(int idx, int type); | |||
| 319 | uint32_t server_player_weapon(int idx, int slot); | 319 | uint32_t server_player_weapon(int idx, int slot); |
| 320 | float server_grenade_detonate(int idx); | 320 | float server_grenade_detonate(int idx); |
| 321 | float server_grenade_radius(int idx); | 321 | float server_grenade_radius(int idx); |
| 322 | int server_item_juice(int idx); | ||
| 322 | int server_entity_count(); | 323 | int server_entity_count(); |
| 323 | void *server_entity_base(int idx); | 324 | void *server_entity_base(int idx); |
| 324 | const char *server_entity_classname(int idx); | 325 | const char *server_entity_classname(int idx); |
| @@ -366,6 +367,8 @@ void set_silent_restore(const QAngle &angles); | |||
| 366 | bool is_visible(const Vector &eye, const Vector &point, | 367 | bool is_visible(const Vector &eye, const Vector &point, |
| 367 | void *self = nullptr, void *target = nullptr); | 368 | void *self = nullptr, void *target = nullptr); |
| 368 | void *trace_entity(const Vector &start, const Vector &end, void *ignore); | 369 | void *trace_entity(const Vector &start, const Vector &end, void *ignore); |
| 370 | bool trace_solid_segment(const Vector &start, const Vector &end, void *ignore, | ||
| 371 | Vector &out_end, Vector &out_normal); | ||
| 369 | float ground_distance(const Vector &origin, void *ignore, float max_dist); | 372 | float ground_distance(const Vector &origin, void *ignore, float max_dist); |
| 370 | bool point_ground(const Vector &point, void *ignore); | 373 | bool point_ground(const Vector &point, void *ignore); |
| 371 | 374 | ||
