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288 mask. This caused active-weapon lookups to produce bogus indices after a 288 mask. This caused active-weapon lookups to produce bogus indices after a
289 map change once the weapon serial was nonzero (melee killbot looked dead). 289 map change once the weapon serial was nonzero (melee killbot looked dead).
290- `ISurface` binary slot = SDK header slot + 4; see `src/ISURFACE_STATUS.md`. 290- `ISurface` binary slot = SDK header slot + 4; see `src/ISURFACE_STATUS.md`.
291- GUI font handles are validated with `GetTextSize` and recreated when the
292 local player entity or UI scale changes; if the scaled size fails, 16 px is
293 used as a fallback. VGUI can silently invalidate font handles across level
294 transitions.
291- Silent aim and ABH temporarily replace the usercmd view; silent aim preserves 295- Silent aim and ABH temporarily replace the usercmd view; silent aim preserves
292 movement, ABH intentionally zeroes it for the jump tick. 296 movement, ABH intentionally zeroes it for the jump tick.
293- Aimbot vischeck (`MASK_VISIBLE`/world-only) differs from triggerbot 297- Aimbot/silent/melee vischeck now traces everything bullets care about
294 (`MASK_SHOT`/all entities): glass and static props can behave differently. 298 (`MASK_SHOT`) while ignoring the local player and target. Static props,
299 crates and other NPCs block. Non-solid glass and breakable-glass materials
300 are skipped; solid non-break glass (bulletproof) blocks. Triggerbot still
301 uses the same `MASK_SHOT` trace and will not fire through glass.
295 302
296## Valuable items 303## Valuable items
297 304