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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/hl2h.h
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/hl2h.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/hl2h.h b/src/hl2h.h
index 34bf04f..32cee8f 100644
--- a/src/hl2h.h
+++ b/src/hl2h.h
@@ -230,7 +230,7 @@ struct FeatureState {
230extern FeatureState g_bhop, g_abh, g_jumpbug, g_melee, g_spread, g_esp, 230extern 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;
233extern bool g_proj_fuse, g_proj_radius; 233extern 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);
319uint32_t server_player_weapon(int idx, int slot); 319uint32_t server_player_weapon(int idx, int slot);
320float server_grenade_detonate(int idx); 320float server_grenade_detonate(int idx);
321float server_grenade_radius(int idx); 321float server_grenade_radius(int idx);
322int server_item_juice(int idx);
322int server_entity_count(); 323int server_entity_count();
323void *server_entity_base(int idx); 324void *server_entity_base(int idx);
324const char *server_entity_classname(int idx); 325const char *server_entity_classname(int idx);
@@ -366,6 +367,8 @@ void set_silent_restore(const QAngle &angles);
366bool is_visible(const Vector &eye, const Vector &point, 367bool is_visible(const Vector &eye, const Vector &point,
367 void *self = nullptr, void *target = nullptr); 368 void *self = nullptr, void *target = nullptr);
368void *trace_entity(const Vector &start, const Vector &end, void *ignore); 369void *trace_entity(const Vector &start, const Vector &end, void *ignore);
370bool trace_solid_segment(const Vector &start, const Vector &end, void *ignore,
371 Vector &out_end, Vector &out_normal);
369float ground_distance(const Vector &origin, void *ignore, float max_dist); 372float ground_distance(const Vector &origin, void *ignore, float max_dist);
370bool point_ground(const Vector &point, void *ignore); 373bool point_ground(const Vector &point, void *ignore);
371 374