| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Aimbot: fix eye height (m_vecViewOffset Z, not X); prefer head hitbox | salmonik | 13 days | 1 | -0/+6 |
| | | | | | | | | | - g_cam_eye was adding the X component of m_vecViewOffset to Z, leaving the eye ~64 units too low; the aimbot consequently aimed above heads - head_position now prefers the HITGROUP_HEAD hitbox center before falling back to bone names (zombie: headcrab body hitbox) - log the exact head and desired angles for the first few aim ticks | ||||
| * | ESP: generic full-bone skeleton for non-humanoid NPCs (headcrabs, crows, ...) | salmonik | 13 days | 1 | -2/+11 |
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| * | ESP: include zombie head (headcrab body/head) in humanoid skeleton | salmonik | 13 days | 1 | -2/+19 |
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| * | ESP: derive skeleton core from hitbox bone paths (fixes unnamed ValveBiped ↵ | salmonik | 13 days | 1 | -21/+42 |
| | | | | | bones) | ||||
| * | ESP: restrict skeleton to humanoid core bones (no fingers/toes/headcrab) | salmonik | 13 days | 1 | -0/+39 |
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| * | Bones: refresh snapshots every frame (head marker no longer lags) | salmonik | 13 days | 1 | -1/+3 |
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| * | Bones: robust head lookup (hitbox name -> head bone) + hitbox dump | salmonik | 13 days | 1 | -27/+107 |
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| * | Bones: client-side SetupBones/studiohdr groundwork | salmonik | 13 days | 1 | -0/+288 |
| - 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 | |||||
