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* Stucklaunch: alternate attack/use and expose spam ratesalmonik12 days1-3/+3
| | | | | | | | - Gravity-gun spam now alternates +attack (grab) and +use (drop) instead of pressing both together, which would punt the prop. - Add a Spam rate slider (1..16 ticks, default 2) so the pickup/drop cycle can be tuned; it persists as spam_ticks in [stucklaunch]. - Log the prop index the first few times a stucklaunch engages to aid testing.
* Fix tooltip truncation; add Stucklaunch assistsalmonik12 days1-4/+16
| | | | | | | | | | | | | | | | | | | Tooltips: text_in() shifted the x position to fit the full string before truncating, which drew the tooltip text outside its box. Truncate to the available width first, then clamp inside the clip. Stucklaunch (Movement): - opt-in feature (Active off by default) with its own bind; - holds jump, alternates +use every 2 ticks to regrab a physics prop, optionally +attack while the gravity gun is active, and air-strafes; - engagement uses m_hGroundEntity (client netvar) latched for ~0.5 s so the prop stays active while airborne; falls back to running whenever active if the netvar is unavailable, with a startup warning to bind it; - does not spawn or place props; the player supplies the prop and initial speed. Config gets [stucklaunch] active/bind/use_spam/gravspam/autostrafe; Reset restores those defaults. CONTEXT documents the assist and its limits.
* GUI: add on-screen toasts and atomic config writessalmonik12 days1-0/+7
| | | | | | | | | | | | | | | | - Toast queue drawn in the top-right by the overlay, independent of the GUI being open. Info/warn/error colors and 6/9/12 s lifetimes; timers start on the first painted frame so startup messages are not missed. - Queue a load toast after install_menu, plus warnings/errors for missing modules/interfaces/netvars, input hooks, fonts, ISurface, server datamap, and spread seed support. - Toast on config reload, reset, bind/unbind and config save failure. - Config saves now write `config.tmp`, flush, then rename it over the real file; failures leave the previous config intact. - config_load reports whether a file was found so Reload can distinguish a successful reload from a missing file. - Update CONTEXT and ISURFACE_STATUS for the single GUI, toasts and atomic config writes.
* GUI: fix footer clipping; remove the old text menusalmonik12 days1-47/+6
| | | | | | | | | | - Right-align the footer hint and size the config label from the remaining width, so "INS close" is no longer truncated. - Delete the text-tree menu now that the GUI has feature parity: remove the tree/input/render code, the F1 toggle and menu_force_close. - Keep only held-key polling for feature binds; poll it every frame from outer_draw. - Update CONTEXT/ADR: the GUI is the only menu.
* GUI: wire real feature state and configsalmonik12 days1-9/+17
| | | | | | | | | | | | | | | | | | Replace the dummy preview controls with the actual settings: - cards bind directly to the feature state and the existing option variables; Active/Bind now drive the same gates as the text menu; - every feature persists active+bind, including movement, melee and spread; - config path and build info are real; Reload config re-reads the INI; - Reset defaults is two-click, restores feature settings/binds and keeps the GUI layout; - window position, category and expanded cards persist under [gui] in the same config file; layout saves on drag/category/expand/close; - mouse bind capture handles all five buttons and consumes the click so it cannot re-arm immediately; - Active/Bind tooltips and full scancode names. The old text tree stays on F1 for one verification pass.
* GUI: Insert-only close, freeze mouse look at the sourcesalmonik12 days1-8/+9
| | | | | | | | | | | | | | | | Feedback pass: - Insert now toggles the GUI; the old text tree moved to F1. - Remove the title-bar X. Insert is the only close path; Esc only cancels bind capture. - Discard accumulated mouse deltas in CInput::CreateMove before the game can apply them (CInput::ClearStates), so the camera no longer moves for a frame and snaps back. Also skip ExtraMouseSample and zero relative mouse state while the GUI is open. - Strip attack/use/impulse/weapon selection from the command while open; keep jump, duck and walk. Skip combat command edits (spread seed) too. - Widen System page buttons so "Reload config" and "Reset defaults" fit. - Update CONTEXT/ADR for the Insert-only close behavior.
* GUI: allow movement while open; freeze look and block bind capturesalmonik12 days1-6/+10
| | | | | | | | | | | | | | Feedback pass on the preview shell: - Freeze the rendered view explicitly in CreateMove and again at FRAME_RENDER_START; CInput was still letting mouse look move the camera. - Allow normal WASD/jump/duck movement while the GUI is open; strip attack/use/impulse/weapon selection so GUI clicks do not fire. - While bind capture is active, block all game input. - Esc no longer closes the GUI; it only cancels bind capture. F2 or the title-bar X close the preview. - Interpose SDL_ShowCursor / SDL_SetRelativeMouseMode / warp / window grab so the game cannot re-capture or hide the native cursor while the GUI is open.
* GUI: add F2 preview shell with dummy controlssalmonik12 days1-0/+28
| | | | | | | | | | | | | | | | First vertical slice for the custom ISurface GUI: - window/sidebar/content shell with Movement, Combat, Visuals, Weapons and System categories; - cards with dummy Active/Bind, collapsible settings, toggles, sliders, buttons, bind capture, scrolling and tooltips; - native OS cursor by releasing SDL relative mode; reasserted while open; - F2 toggles the preview; Insert still opens the old text tree; - while the GUI is open, do_move freezes movement/buttons/impulses/view and skips combat features; ESP and the speed graph keep drawing. Dummy controls do not touch the real config yet. The text menu is removed after feature parity in the next pass.
* Spread control: client-seed no-spreadsalmonik12 days1-2/+28
| | | | | | | | | | | | | | | HL2's CBaseEntity::FireBullets seeds its RNG from the usercmd random_seed (m_bUseServerRandomSeed is false for HL2 weapons), so the client can select the 8-bit seed that puts CShotManipulator::ApplySpread closest to the center. - New feature Spread control -> Active / No spread (both default on). - Precompute the best seed for a single shot and for the shotgun's 8-shot primary (first pellet accurate) and 12-shot secondary windows using the engine's own RandomSeed/RandomFloat from libvstdlib. - Set cmd->random_seed on attack commands; note_modified repairs the CRC. - The random cone offset is neutralized, but the cone size, the pistol accuracy penalty, server view punch and any damage falloff remain server-side; stock HL2 has no distance damage falloff.
* Melee killbot: 360-degree crowbar silent aimsalmonik12 days1-2/+23
| | | | | | | | | | | | | | | | | - New feature (default on): while the local player's active weapon is the crowbar, pick the nearest visible hostile NPC within the 75-unit crowbar range, sorted by distance to its collision AABB, and attack it through the normal silent-aim path (usercmd view + IN_ATTACK, movement preserved, rendered view restored at FRAME_RENDER_START). - Prefer the nearest visible hitbox center; fall back to the AABB center / closest point when bones are unavailable. Reuses the existing friendly / neutral and life-state filters and the world-only vischeck. - Detect the active weapon from the client m_hActiveWeapon handle, with the authoritative server m_hActiveWeapon handle as a fallback (client entity index from the low 16 bits). - While the crowbar is active and this feature is on, skip the gun aimbot, triggerbot and silent aim so they do not fight over the usercmd view. - Menu: Melee killbot -> Active; config [melee] active=...
* Jumpbug: optional velocity-timed assistsalmonik12 days1-0/+17
| | | | | | | | | | | | | | | | | The unduck window is only 2 units, while a 625-ups fall moves ~9.3 units per 66.7 Hz movement command, so pure jumpbug is ~20% reliable at that speed. - Add Jumpbug -> Assist timing (default off). When the natural next command would skip [36,38], pin the post-command ducked distance to 37 by writing the vertical velocity for that command. Pure jumpbug remains available with the option off. - Resolve the client local m_vecAbsVelocity (0x11C) via the client datamap and the server m_vecAbsVelocity (0x228) via the server datamap. - Write both the authoritative server velocity (what SetupMove reads through GetAbsVelocity) and the local prediction fields, so the next CreateMove sees the assisted origin on both sides. - Do not write the server m_vecVelocity directly: the datamap scan finds two same-named entries (0x1C and 0x29C); SetAbsVelocity syncs it after movement.
* Jumpbug: automatic duck+jump on damaging fallssalmonik12 days1-3/+27
| | | | | | | | | | | | | | - Predict the landing speed from the current vertical velocity and a swept standing-hull ground trace; engage only when it exceeds PLAYER_MAX_SAFE_FALL_SPEED. - Press duck one command before the unduck window so FinishDuck's 36-unit origin raise places the feet ~37 units above the floor. - On the next command release duck and press jump: PlayerMove runs Duck() before CheckJumpButton, so FinishUnDuck sets ground, the jump executes, and CheckFalling never sees ground for the fall-damage check. - Measure the per-command fall from consecutive airborne origins instead of a fixed tick interval; clear IN_JUMP while waiting so the pogo latch is clear. - New Movement -> Jumpbug -> Active toggle (default on), config [jumpbug].
* ESP: HUD speed graph (last 10 s)salmonik12 days1-1/+0
| | | | | | | - 0.1 s sampling, 100-sample ring; horizontal speed of the local player - small (240x64) panel centered in the lower half of the screen - min 0, max auto-scales to the maximum in the 10 s window; shows max value - ESP -> Show speed graph toggle, persisted as speedgraph=1
* Docs: add roadmap including distance weapon spread thesissalmonik12 days1-0/+13
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* Docs/cleanup: refresh CONTEXT, update ISurface status, remove dead codesalmonik13 days1-32/+153
| | | | | | | | | | - rewrite CONTEXT.md for the current architecture, interfaces, netvars, menu tree, bones/ESP, aimbot/vischeck, triggerbot, silent aim and ABH - update ISURFACE_STATUS.md: DrawLine slot, current menu/config path, 9 build TUs, current file layout - remove the stale root-level `tree` file - drop unused class_health_off/per-class health scan (NPC HP is not networked), surf_call_slot, and unused scancode helpers
* initsalmonik2026-08-301-0/+47