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* Triggerbot: crosshair entity trace, hostile-onlysalmonik12 days1-0/+7
| | | | | | | | | - top-level Triggerbot feature (Active + Bind, default Mouse4, rebindable) - trace the crosshair ray from the eye with MASK_SHOT and TRACE_EVERYTHING; the filter ignores the local player - if the first entity hit is a live hostile NPC, press IN_ATTACK and fix the usercmd CRC; walls/props/friendly/neutral/corpses do not trigger - independent of Aimbot; config [triggerbot] active/bind
* Aimbot v3: world-only vischecksalmonik12 days1-2/+4
| | | | | | | | | | - 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
* Aimbot: fix eye height (m_vecViewOffset Z, not X); prefer head hitboxsalmonik12 days1-2/+4
| | | | | | | | - 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
* Aimbot: push smoothed angles to engine view + diagnosticssalmonik12 days1-0/+5
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* Aimbot: head-only nearest-to-crosshair with bounded smoothingsalmonik12 days1-0/+7
| | | | | | | | | | | - select the hostile NPC whose (approximate) head is closest in angle to the crosshair, then refine to its actual head hitbox/bone - aimbot menu feature (Active + Bind, default Mouse5, rebindable via the existing bind chooser); config [aimbot] active/bind - never snap: move at most 5 degrees per tick toward the target, shortest-path yaw, pitch clamped to +/-89, 0.05 degree deadzone; no overshoot/oscillation - fixes the usercmd CRC after modifying viewangles - skip when dead; ignores friendly/neutral entities (crows, citizens, ...)
* Bhop: uni-directional auto-strafe for all movement directionssalmonik12 days1-0/+56
| | | | | | | | - derive the desired air direction from the raw W/S/A/D input (view-relative) - pick the velocity perpendicular that rotates toward that target, so S/A/D work instead of only forward and A/D no longer spin in circles - no keys: accelerate along the crosshair - menu label now "Uni-directional auto-strafe"; state column moved to x=270
* ESP working: NPC detection + authoritative server-side healthsalmonik12 days1-1/+8
| | | | | | | | | | | | | - 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
* Default map d1_town_01 (intro-less, enemies spawned)salmonik2026-09-141-7/+8
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* Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik2026-09-121-12/+1
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* ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven ↵salmonik2026-09-121-5/+69
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* initsalmonik2026-08-301-0/+307