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| author | salmonik <salmonik@tuta.io> | 2026-10-26 17:35:13 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-10-26 17:35:13 +0100 |
| commit | 849d205a3afb553eb49296393fad44671cc03494 (patch) | |
| tree | 6ae394857d7ba71f8a03e1a9ef7056e9d4557a6c /src/hl2h.h | |
| parent | Silent aim: exact usercmd angle + fire, restore rendered view (diff) | |
| download | hl2h-849d205a3afb553eb49296393fad44671cc03494.tar.gz hl2h-849d205a3afb553eb49296393fad44671cc03494.zip | |
Silent aim: restore view at FRAME_RENDER_START; preserve movement
- hook CHLClient::FrameStageNotify (vtable slot 35) and at FRAME_RENDER_START
re-apply the player's original view angles after the engine has consumed the
aimed usercmd; this fixes the slow pull with high-RPM weapons and the
revolver leaving the view on the target
- silent aim also rewrites forwardmove/sidemove so the world-space movement
wish vector is unchanged by the temporary aim angles
Diffstat (limited to 'src/hl2h.h')
| -rw-r--r-- | src/hl2h.h | 1 |
1 files changed, 1 insertions, 0 deletions
| @@ -185,6 +185,7 @@ int engine_get_local_player(); | |||
| 185 | void draw_text_col(int x, int y, const char *s, int r, int g, int b); | 185 | void draw_text_col(int x, int y, const char *s, int r, int g, int b); |
| 186 | void esp_draw(); | 186 | void esp_draw(); |
| 187 | bool world_to_screen(const Vector &w, float &sx, float &sy); | 187 | bool world_to_screen(const Vector &w, float &sx, float &sy); |
| 188 | void set_silent_restore(const QAngle &angles); | ||
| 188 | bool is_visible(const Vector &eye, const Vector &point); | 189 | bool is_visible(const Vector &eye, const Vector &point); |
| 189 | void *trace_entity(const Vector &start, const Vector &end, void *ignore); | 190 | void *trace_entity(const Vector &start, const Vector &end, void *ignore); |
| 190 | 191 | ||
