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@@ -94,14 +94,14 @@ Relevant vtable slots (this build):
94 94
95## Menu 95## Menu
96 96
97Starts fully collapsed on first open. `Insert` toggles; `Up`/`Down` navigate; 97Preview key: `F1` (the final GUI will replace this tree). Starts fully collapsed on first open. `F1` toggles; `Up`/`Down` navigate;
98`Enter` expands/toggles; `Left`/`Right` edit values; `Escape` closes. 98`Enter` expands/toggles; `Left`/`Right` edit values; `Escape` closes.
99Bind rows enter bind-select mode: press a key/button to assign, `Escape` sets 99Bind rows enter bind-select mode: press a key/button to assign, `Escape` sets
100None (always-on), `Enter` cancels. 100None (always-on), `Enter` cancels.
101 101
102> The text menu below is being replaced by the GUI described in the next 102> The text menu below is being replaced by the GUI described in the next
103> section. The old tree is kept only until the GUI reaches parity. The current 103> section. The old tree is kept only until the GUI reaches parity. During the
104> preview shell opens with F2; Insert still opens the text tree. 104> preview, **Insert** toggles the GUI and the old text tree is on **F1**.
105 105
106``` 106```
107HL2hake 107HL2hake
@@ -149,10 +149,11 @@ Binds use SDL scancodes; mouse buttons are pseudo-scancodes 600..604.
149- **Card**: per-feature panel. Header always shows Active + Bind; body is a 149- **Card**: per-feature panel. Header always shows Active + Bind; body is a
150 collapsible set of settings. 150 collapsible set of settings.
151- **Freeze**: while the GUI is open, look/attack/use/impulse/weapon selection 151- **Freeze**: while the GUI is open, look/attack/use/impulse/weapon selection
152 are blocked and combat features are skipped, but normal WASD/jump/duck 152 are blocked and combat features are skipped, but normal WASD/jump/duck/walk
153 movement is allowed. Bind capture blocks all game input until it ends. The 153 movement is allowed. Mouse deltas are discarded before `CInput::CreateMove`
154 game keeps simulating and ESP/FOV circle/speed graph keep drawing. No 154 can apply them (`CInput::ClearStates`), so the view cannot drift for a frame.
155 invulnerability. 155 Bind capture blocks all game input until it ends. The game keeps simulating
156 and ESP/FOV circle/speed graph keep drawing. No invulnerability.
156- **Native cursor**: on open, leave SDL relative-mouse mode and show the OS 157- **Native cursor**: on open, leave SDL relative-mouse mode and show the OS
157 cursor; restore on close. Absolute mouse coordinates are used. 158 cursor; restore on close. Absolute mouse coordinates are used.
158- **Bind capture**: click Bind, press a key/button; Esc cancels capture but 159- **Bind capture**: click Bind, press a key/button; Esc cancels capture but
@@ -165,7 +166,7 @@ Binds use SDL scancodes; mouse buttons are pseudo-scancodes 600..604.
165 that restores feature settings/binds but keeps GUI layout. 166 that restores feature settings/binds but keeps GUI layout.
166- Window: fixed-size, draggable by title bar, clamped to screen, position, 167- Window: fixed-size, draggable by title bar, clamped to screen, position,
167 category and expanded cards persisted under `[gui]`. Esc does not close the 168 category and expanded cards persisted under `[gui]`. Esc does not close the
168 GUI; the toggle key or title-bar X does. 169 GUI; the toggle key (Insert) is the only close path. There is no title-bar X.
169 170
170 171
171## Bones / ESP 172## Bones / ESP