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* Aimbot: head-only nearest-to-crosshair with bounded smoothingsalmonik13 days4-8/+146
| | | | | | | | | | | - 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, ...)
* ESP: generic full-bone skeleton for non-humanoid NPCs (headcrabs, crows, ...)salmonik13 days3-3/+14
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* ESP: include zombie head (headcrab body/head) in humanoid skeletonsalmonik13 days1-2/+19
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* ESP: derive skeleton core from hitbox bone paths (fixes unnamed ValveBiped ↵salmonik13 days1-21/+42
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* ESP: restrict skeleton to humanoid core bones (no fingers/toes/headcrab)salmonik13 days3-2/+55
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* ESP: skeleton ESPsalmonik13 days3-5/+46
| | | | | | | - render parent->child bone links from the SetupBones world matrices (ISurface DrawLine, projected once per bone) - menu option "Show skeleton" under ESP, persisted as skeleton=1 - skeletons use the same hostile/friendly/neutral colours as the boxes
* Bones: refresh snapshots every frame (head marker no longer lags)salmonik13 days1-1/+3
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* Bones: robust head lookup (hitbox name -> head bone) + hitbox dumpsalmonik13 days3-28/+115
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* Bones: client-side SetupBones/studiohdr groundworksalmonik13 days4-1/+326
| | | | | | | | | | | - bones.cpp: resolve IClientRenderable via IClientUnknown slot 6, validate it against IVModelInfo GetModel, call SetupBones (slot 16) with engine Time() (slot 14), and parse the studio header (GetStudiomodel, slot 29) for bones/bone names/parents and hitboxes - cache up to 64 entity bone snapshots, refreshed at ~30 Hz - helpers: bone_find/parent/pos, hitbox_center (e.g. "head") - debug probe: HL2H_BONE_DEBUG=1 draws a white marker at each NPC's head hitbox center and logs bone count/head position once
* Menu: start fully collapsed on first opensalmonik13 days1-4/+4
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* Bhop: uni-directional auto-strafe for all movement directionssalmonik13 days3-5/+73
| | | | | | | | - derive the desired air direction from the raw W/S/A/D input (view-relative) - pick the velocity perpendicular that rotates toward that target, so S/A/D work instead of only forward and A/D no longer spin in circles - no keys: accelerate along the crosshair - menu label now "Uni-directional auto-strafe"; state column moved to x=270
* ESP: menu toggles for neutral/healthbar/healthnum/namesalmonik13 days3-8/+59
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* ESP: vertical health bar right of the box, HP number beside itsalmonik13 days1-10/+17
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* ESP working: NPC detection + authoritative server-side healthsalmonik13 days8-60/+477
| | | | | | | | | | | | | - entitylist slot 6 (GetHighestEntityIndex); class name via GetClientNetworkable -> GetClientClass (replaces the unsafe slot-2 call) - HL2 SP NPCs: class CAI_BaseNPC + m_lifeState, since NPC m_iHealth is not networked; model names from VModelInfoClient006 for labels/friend-foe - real HP/HP-max from the listen-server entity (IVEngineServer021 -> PEntityOfEntIndex -> edict->m_pUnk -> GetBaseEntity) using offsets scanned from server.so's datamap; validated against the client model index - world_to_screen via IVDebugOverlay003::ScreenPosition (fixes box drift) - maxs sanity clamp, NPC-only debug logging, neutral colour for wildlife - build.sh: restore -o libhl2hake.so and add server.cpp
* Default map d1_town_01 (intro-less, enemies spawned)salmonik2026-09-148-39/+226
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* Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik2026-09-123-102/+49
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* ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven ↵salmonik2026-09-127-124/+621
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* initsalmonik2026-08-3011-0/+1471