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264- Aimbot vischeck (`MASK_VISIBLE`/world-only) differs from triggerbot 264- Aimbot vischeck (`MASK_VISIBLE`/world-only) differs from triggerbot
265 (`MASK_SHOT`/all entities): glass and static props can behave differently. 265 (`MASK_SHOT`/all entities): glass and static props can behave differently.
266 266
267## Stucklaunch assist
268
269- Optional Movement feature; Active is off by default.
270- While engaged it holds jump, alternates +use every 2 ticks to regrab a
271 physics prop, optionally alternates +attack while the gravity gun is
272 active, and air-strafes the hops.
273- Engagement comes from `m_hGroundEntity`, latched for ~0.5 s so the prop
274 stays "active" during each hop. If that netvar is unavailable it runs
275 whenever the feature is active, so bind it to a key.
276- It does not spawn or move props. The player still supplies the prop and the
277 small initial speed. Pallets and brush physboxes work best.
278
267## Roadmap / TODO 279## Roadmap / TODO
268 280
269- **GUI**: replace/augment the VGUI ISurface menu with an immediate-mode GUI 281- **Stucklaunch tuning**: use-spam period, prop class coverage, and a possible
270 (Dear ImGui or a custom implementation); needs a design grill first. 282 pause/unpause variant still need in-game testing.
271- **Server-side spread/recoil control**: optional single-player writes to the 283- **Server-side spread/recoil control**: not planned; recoil and accuracy
272 pistol accuracy penalty and view punch, and a true zero-cone hook if wanted. 284 penalties are intentionally left stock.
273- **Distance weapon spread thesis**: addressed by Spread control; stock HL2 285- **Distance weapon spread thesis**: addressed by Spread control; stock HL2
274 hitscan damage is range-independent, so distance efficiency is the cone. 286 hitscan damage is range-independent, so distance efficiency is the cone.
275 287