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Diffstat (limited to '')
| -rw-r--r-- | CONTEXT.md | 30 |
1 files changed, 27 insertions, 3 deletions
| @@ -104,21 +104,26 @@ HL2hake | |||
| 104 | Uni-directional auto-strafe | 104 | Uni-directional auto-strafe |
| 105 | ABH | 105 | ABH |
| 106 | Active | 106 | Active |
| 107 | Jumpbug | ||
| 108 | Active | ||
| 107 | ESP | 109 | ESP |
| 108 | Active | 110 | Active |
| 109 | Show neutral / healthbar / healthnum / name / skeleton / box | 111 | Show neutral / healthbar / healthnum / name / skeleton / box / speed graph |
| 110 | Aimbot | 112 | Aimbot |
| 111 | Active | 113 | Active |
| 112 | Bind | 114 | Bind |
| 113 | Vischeck | 115 | Vischeck |
| 114 | Bones -> Head / Torso / Left arm / Right arm / Left leg / Right leg | 116 | Bones -> Head / Torso / Left arm / Right arm / Left leg / Right leg |
| 115 | Smoothness (1..45 deg/tick, Left/Right) | 117 | Smoothness (1..45 deg/tick, Left/Right) |
| 118 | FOV (1..180 deg, Left/Right) | ||
| 119 | Show FOV circle | ||
| 116 | Triggerbot | 120 | Triggerbot |
| 117 | Active | 121 | Active |
| 118 | Bind | 122 | Bind |
| 119 | Silent aim | 123 | Silent aim |
| 120 | Active | 124 | Active |
| 121 | Bind | 125 | Bind |
| 126 | FOV (1..180 deg, Left/Right) | ||
| 122 | ``` | 127 | ``` |
| 123 | 128 | ||
| 124 | Binds use SDL scancodes; mouse buttons are pseudo-scancodes 600..604. | 129 | Binds use SDL scancodes; mouse buttons are pseudo-scancodes 600..604. |
| @@ -156,6 +161,27 @@ Binds use SDL scancodes; mouse buttons are pseudo-scancodes 600..604. | |||
| 156 | zero forward/side movement; HL2's jump speed-bound subtraction then | 161 | zero forward/side movement; HL2's jump speed-bound subtraction then |
| 157 | accelerates along the velocity. Camera restored at `FRAME_RENDER_START`. | 162 | accelerates along the velocity. Camera restored at `FRAME_RENDER_START`. |
| 158 | 163 | ||
| 164 | ## Jumpbug | ||
| 165 | |||
| 166 | - Automatic while falling when the predicted landing speed | ||
| 167 | `sqrt(vz^2 + 2*600*x)` exceeds `PLAYER_MAX_SAFE_FALL_SPEED` (526.5). | ||
| 168 | - The engine only applies fall damage when `CheckFalling` sees a ground entity | ||
| 169 | at the end of the frame. `PlayerMove` runs `Duck()` **before** | ||
| 170 | `FullWalkMove`'s `CheckJumpButton`, so a same-frame `FinishUnDuck` sets ground | ||
| 171 | via `CategorizePosition`, the jump executes, and the fall-damage test is | ||
| 172 | skipped. | ||
| 173 | - In air, `FinishDuck` raises the origin by 36 (standing hull 72, duck hull 36) | ||
| 174 | and `CanUnduck` only succeeds when the floor is at least 36 below; after | ||
| 175 | unducking, `CategorizePosition` needs it within 2 more units. The unduck | ||
| 176 | window is therefore a 2-unit band `[36,38]` above the floor. | ||
| 177 | - The feature presses duck when the standing distance `x` is within | ||
| 178 | `drop + [0,2]` (where `drop` is the previous command's measured fall), then | ||
| 179 | releases duck + `IN_JUMP` on the next command when `x` is in `[36,38]`. | ||
| 180 | It also clears `IN_JUMP` while waiting so the pogo latch is clear. | ||
| 181 | - `drop` is measured from consecutive predicted origins (not a hard-coded tick | ||
| 182 | interval). At high fall speeds the 2-unit band can be skipped between | ||
| 183 | commands; a higher frame rate improves reliability. Best-effort by design. | ||
| 184 | |||
| 159 | ## Gotchas / lessons | 185 | ## Gotchas / lessons |
| 160 | 186 | ||
| 161 | - Never pipe-mask build failures: | 187 | - Never pipe-mask build failures: |
| @@ -171,8 +197,6 @@ Binds use SDL scancodes; mouse buttons are pseudo-scancodes 600..604. | |||
| 171 | 197 | ||
| 172 | - **Melee killbot**: 360° silent aim for hostile NPCs inside crowbar/melee | 198 | - **Melee killbot**: 360° silent aim for hostile NPCs inside crowbar/melee |
| 173 | range, sorted by distance, only while the crowbar is held. | 199 | range, sorted by distance, only while the crowbar is held. |
| 174 | - **Jumpbug**: automate the HL2 jumpbug movement glitch (trigger conditions | ||
| 175 | to be defined/tested). | ||
| 176 | - **GUI**: replace/augment the VGUI ISurface menu with an immediate-mode GUI | 200 | - **GUI**: replace/augment the VGUI ISurface menu with an immediate-mode GUI |
| 177 | (Dear ImGui or a custom implementation); needs a design grill first. | 201 | (Dear ImGui or a custom implementation); needs a design grill first. |
| 178 | - **Distance weapon spread thesis**: TBD — user will explain. Likely models | 202 | - **Distance weapon spread thesis**: TBD — user will explain. Likely models |
