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authorsalmonik <salmonik@tuta.io>2026-10-26 16:39:11 +0100
committersalmonik <salmonik@tuta.io>2026-10-26 16:39:11 +0100
commitccdcd4ad0483b98c9c20bd1304ad062ef8af3a4b (patch)
tree5a766a3b72ac442a4e7f1537afb07b6cb09e90bd /src/hl2h.h
parentESP: generic full-bone skeleton for non-humanoid NPCs (headcrabs, crows, ...) (diff)
downloadhl2h-ccdcd4ad0483b98c9c20bd1304ad062ef8af3a4b.tar.gz
hl2h-ccdcd4ad0483b98c9c20bd1304ad062ef8af3a4b.zip
Aimbot: head-only nearest-to-crosshair with bounded smoothing
- select the hostile NPC whose (approximate) head is closest in angle to the crosshair, then refine to its actual head hitbox/bone - aimbot menu feature (Active + Bind, default Mouse5, rebindable via the existing bind chooser); config [aimbot] active/bind - never snap: move at most 5 degrees per tick toward the target, shortest-path yaw, pitch clamped to +/-89, 0.05 degree deadzone; no overshoot/oscillation - fixes the usercmd CRC after modifying viewangles - skip when dead; ignores friendly/neutral entities (crows, citizens, ...)
Diffstat (limited to 'src/hl2h.h')
-rw-r--r--src/hl2h.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/hl2h.h b/src/hl2h.h
index 289e4e6..f92b919 100644
--- a/src/hl2h.h
+++ b/src/hl2h.h
@@ -135,7 +135,9 @@ struct QAngle { float x, y, z; };
135extern Vector g_cam_eye; 135extern Vector g_cam_eye;
136extern Vector g_cam_view; 136extern Vector g_cam_view;
137QAngle vector_angles(const Vector &forward); 137QAngle vector_angles(const Vector &forward);
138enum FeatureId { FEAT_BHOP = 0, FEAT_ABH = 1, FEAT_ESP = 2 }; 138float getfov(const QAngle &my_view, const QAngle &aim_ang);
139bool aimbot_apply(CUserCmd *cmd);
140enum FeatureId { FEAT_BHOP = 0, FEAT_ABH = 1, FEAT_ESP = 2, FEAT_AIMBOT = 3 };
139enum EspOption { 141enum EspOption {
140 ESP_OPT_SHOW_NEUTRAL = 0, 142 ESP_OPT_SHOW_NEUTRAL = 0,
141 ESP_OPT_SHOW_HEALTHBAR = 1, 143 ESP_OPT_SHOW_HEALTHBAR = 1,