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* Aimbot/silent aim: settable FOV, FOV circle, target lockingsalmonik12 days1-0/+5
* Use one float-precision PI constantsalmonik12 days1-2/+0
* ABH: silent auto-ABH on the jump ticksalmonik12 days1-3/+21
* Silent aim: restore view at FRAME_RENDER_START; preserve movementsalmonik12 days1-2/+31
* Silent aim: exact usercmd angle + fire, restore rendered viewsalmonik12 days1-0/+7
* Triggerbot: crosshair entity trace, hostile-onlysalmonik12 days1-0/+7
* Aimbot v3: world-only vischecksalmonik12 days1-2/+4
* Aimbot: fix eye height (m_vecViewOffset Z, not X); prefer head hitboxsalmonik12 days1-2/+4
* Aimbot: push smoothed angles to engine view + diagnosticssalmonik12 days1-0/+5
* Aimbot: head-only nearest-to-crosshair with bounded smoothingsalmonik12 days1-0/+7
* Bhop: uni-directional auto-strafe for all movement directionssalmonik12 days1-0/+56
* ESP working: NPC detection + authoritative server-side healthsalmonik12 days1-1/+8
* Default map d1_town_01 (intro-less, enemies spawned)salmonik2026-09-141-7/+8
* Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik2026-09-121-12/+1
* ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven f...salmonik2026-09-121-5/+69
* initsalmonik2026-08-301-0/+307