| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
The installed 2024 server ignores the client usercmd random_seed and uses its
own shot seed. Force the server's CBaseEntity::FireBullets RandomSeed call for
the local player only:
- hook the server.so RandomSeed GOT slot (R_386_JUMP_SLOT at 0xce1348);
- read the FireBullets `this` from the caller frame and compare it with the
local server player base;
- replace the seed with the precomputed best single/shotgun window and step it
per pellet; NPC shots and everything else pass through.
- client prediction still uses the same chosen usercmd seed, so both sides
agree on the spread pattern.
|
| |
|
|
|
|
|
|
|
|
| |
- resolve EngineTraceClient003; TraceRay (slot 4) from the eye to the exact
selected hitbox/bone point with MASK_VISIBLE
- TRACE_WORLD_ONLY filter as requested (static props are not tested, per SDK)
- Aimbot -> Vischeck toggle, persisted as vischeck=1; when on, blocked targets
are skipped and the next-nearest candidate is tried
- target candidates are ranked by angle; on each target the nearest visible
selected hitbox point wins
|
| |
|
|
|
|
|
|
|
|
|
| |
- 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
- 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
|
| | |
|
| |
|
|
| |
features
|
| |
|