| Commit message (Collapse) | Author | Age | Files | Lines |
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hl2h.h becomes an umbrella over core.h (logging, init stage, module snapshots,
interfaces, netvars, CUserCmd, engine constants, vector math), settings.h
(feature ids, feature state, user settings) and features.h (cross-module
declarations). Translation units keep including hl2h.h, so this only moves
declarations.
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Move vtable patching into hooks.cpp: one call clones the table, validates every
slot, records the originals and installs the clone. Installs happen from the
setup, game and paint threads, so the bookkeeping is mutex-protected.
Client, CInput, IVModelRender, IStudioRender and ISurface all use it, and
hooks_restore_all() can now put every interface back (previously impossible).
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Shadow-depth and reflection passes call DrawModelExecute with a material
already forced via IVModelRender::ForcedMaterialOverride. Chams could not tell
that apart from a free draw, substituted its own material (putting chams into
the shadow map) and then cleared the override to null, which broke the shadow
material for every model drawn afterwards.
Hook slot 1 as a tracker so the current forced material is known, and skip the
chams substitution whenever one is active.
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Crash/UB:
- gate every hook behind an init-stage flag until config/surface/input are ready
- publish module maps as immutable atomic snapshots instead of reallocating
shared vectors under unlocked readers
- validate the %ebp walk in the RandomSeed/RandomFloat hooks against the stack
- bounds-check every RecvTable/RecvProp/string dereference with module_range()
- preserve the Itanium vtable header when cloning (client, CInput, model render,
studio render)
- reject negative usercmd sequence numbers; guard config_load against a null
section target; cap the bone parent walk; check mprotect; drop PROT_EXEC on
the GOT patch; absorb server.so .bss tail
Correctness:
- filter dormant entities across ESP, aimbot, triggerbot, melee, items and
projectiles (slot self-tested against the local player)
- reset the server-health latch per map and only latch on valid model indices
- bone cache sized for the 128-target scan; set valid=false on every failure;
head_position keeps searching past an invalid bone
- vischeck steps past glass by probing until clear, and ignores entities owned
by the target (held weapons, bone followers)
- aimbot: maxs no longer disables it, AABB-aware FOV prefilter, lock hysteresis,
lead point re-checked for FOV and visibility
- spread: seed hook arms on the no-spread toggle alone; engine toggle only
controls the RandomFloat zeroing
- resolve m_hOwnerEntity/m_hOwner; NPC lead velocity from the server entity
- vector_angles pitch range, point_ground normal test, underwater jump+duck no
longer skips combat, semi-auto press/release edge for synthetic fire
- item/projectile markers and blast rings refresh origin per frame while
discovery stays at 10 Hz; trajectory uses the real m_DmgRadius and honours
the blast-radius toggle
Rendering/GUI:
- one overlay draw per engine frame (FRAME_RENDER_START boundary), fixing
alpha stacking and the speed-graph flicker
- clipped lines/outlines and ellipsised text instead of drawing past the
content pane or shifting over neighbours
- dropdown dismissal consumes the click; hover ignores hidden controls
- chams: reset AlphaModulate, reference shared materials once, restore prop
tint colour; fonts created once per handle
- projection uses Source's 4:3 aspect scaling and roll; screen size refreshed
each frame; FOV circle gated on the aim toggles, not the bind
Performance:
- TTL caches for NPC relation, friendly/neutral and damage class
- model names memoised per model index
- entity pointer -> index cache for the triggerbot (was a 4096-slot walk/tick)
Build:
- real Makefile with -MMD dependency tracking, debug/release objects and an
always-relink rule; build.sh kept as a thin wrapper
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