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* GUI: Insert-only close, freeze mouse look at the sourcesalmonik12 days1-1/+2
| | | | | | | | | | | | | | | | Feedback pass: - Insert now toggles the GUI; the old text tree moved to F1. - Remove the title-bar X. Insert is the only close path; Esc only cancels bind capture. - Discard accumulated mouse deltas in CInput::CreateMove before the game can apply them (CInput::ClearStates), so the camera no longer moves for a frame and snaps back. Also skip ExtraMouseSample and zero relative mouse state while the GUI is open. - Strip attack/use/impulse/weapon selection from the command while open; keep jump, duck and walk. Skip combat command edits (spread seed) too. - Widen System page buttons so "Reload config" and "Reset defaults" fit. - Update CONTEXT/ADR for the Insert-only close behavior.
* GUI: allow movement while open; freeze look and block bind capturesalmonik12 days1-0/+1
| | | | | | | | | | | | | | Feedback pass on the preview shell: - Freeze the rendered view explicitly in CreateMove and again at FRAME_RENDER_START; CInput was still letting mouse look move the camera. - Allow normal WASD/jump/duck movement while the GUI is open; strip attack/use/impulse/weapon selection so GUI clicks do not fire. - While bind capture is active, block all game input. - Esc no longer closes the GUI; it only cancels bind capture. F2 or the title-bar X close the preview. - Interpose SDL_ShowCursor / SDL_SetRelativeMouseMode / warp / window grab so the game cannot re-capture or hide the native cursor while the GUI is open.
* GUI: add F2 preview shell with dummy controlssalmonik12 days1-0/+5
| | | | | | | | | | | | | | | | 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.
* Spread control: override the server FireBullets seed for the local playersalmonik12 days1-0/+2
| | | | | | | | | | | | | | 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.
* Spread control: client-seed no-spreadsalmonik12 days1-2/+5
| | | | | | | | | | | | | | | HL2's CBaseEntity::FireBullets seeds its RNG from the usercmd random_seed (m_bUseServerRandomSeed is false for HL2 weapons), so the client can select the 8-bit seed that puts CShotManipulator::ApplySpread closest to the center. - New feature Spread control -> Active / No spread (both default on). - Precompute the best seed for a single shot and for the shotgun's 8-shot primary (first pellet accurate) and 12-shot secondary windows using the engine's own RandomSeed/RandomFloat from libvstdlib. - Set cmd->random_seed on attack commands; note_modified repairs the CRC. - The random cone offset is neutralized, but the cone size, the pistol accuracy penalty, server view punch and any damage falloff remain server-side; stock HL2 has no distance damage falloff.
* Melee killbot: 360-degree crowbar silent aimsalmonik12 days1-1/+6
| | | | | | | | | | | | | | | | | - New feature (default on): while the local player's active weapon is the crowbar, pick the nearest visible hostile NPC within the 75-unit crowbar range, sorted by distance to its collision AABB, and attack it through the normal silent-aim path (usercmd view + IN_ATTACK, movement preserved, rendered view restored at FRAME_RENDER_START). - Prefer the nearest visible hitbox center; fall back to the AABB center / closest point when bones are unavailable. Reuses the existing friendly / neutral and life-state filters and the world-only vischeck. - Detect the active weapon from the client m_hActiveWeapon handle, with the authoritative server m_hActiveWeapon handle as a fallback (client entity index from the low 16 bits). - While the crowbar is active and this feature is on, skip the gun aimbot, triggerbot and silent aim so they do not fight over the usercmd view. - Menu: Melee killbot -> Active; config [melee] active=...
* Jumpbug: optional velocity-timed assistsalmonik12 days1-0/+3
| | | | | | | | | | | | | | | | | The unduck window is only 2 units, while a 625-ups fall moves ~9.3 units per 66.7 Hz movement command, so pure jumpbug is ~20% reliable at that speed. - Add Jumpbug -> Assist timing (default off). When the natural next command would skip [36,38], pin the post-command ducked distance to 37 by writing the vertical velocity for that command. Pure jumpbug remains available with the option off. - Resolve the client local m_vecAbsVelocity (0x11C) via the client datamap and the server m_vecAbsVelocity (0x228) via the server datamap. - Write both the authoritative server velocity (what SetupMove reads through GetAbsVelocity) and the local prediction fields, so the next CreateMove sees the assisted origin on both sides. - Do not write the server m_vecVelocity directly: the datamap scan finds two same-named entries (0x1C and 0x29C); SetAbsVelocity syncs it after movement.
* Jumpbug: automatic duck+jump on damaging fallssalmonik12 days1-3/+5
| | | | | | | | | | | | | | - Predict the landing speed from the current vertical velocity and a swept standing-hull ground trace; engage only when it exceeds PLAYER_MAX_SAFE_FALL_SPEED. - Press duck one command before the unduck window so FinishDuck's 36-unit origin raise places the feet ~37 units above the floor. - On the next command release duck and press jump: PlayerMove runs Duck() before CheckJumpButton, so FinishUnDuck sets ground, the jump executes, and CheckFalling never sees ground for the fall-damage check. - Measure the per-command fall from consecutive airborne origins instead of a fixed tick interval; clear IN_JUMP while waiting so the pogo latch is clear. - New Movement -> Jumpbug -> Active toggle (default on), config [jumpbug].
* ESP: HUD speed graph (last 10 s)salmonik12 days1-1/+2
| | | | | | | - 0.1 s sampling, 100-sample ring; horizontal speed of the local player - small (240x64) panel centered in the lower half of the screen - min 0, max auto-scales to the maximum in the 10 s window; shows max value - ESP -> Show speed graph toggle, persisted as speedgraph=1
* Aimbot/silent aim: settable FOV, FOV circle, target lockingsalmonik12 days1-0/+7
| | | | | | | | | | | - Aimbot -> FOV and Silent aim -> FOV values (1..180 deg from the crosshair) - Aimbot -> Show FOV circle: projects the FOV cone through the engine's world->screen transform (hidden for >=89 deg since the boundary is behind the eye) - target lock: while a feature has a bind and the key is held, the acquired target is kept while it is alive and has a visible selected hitbox point; it only re-acquires when the target dies/leaves visibility or the key is released. With bind = None both features keep selecting the nearest target.
* Use one float-precision PI constantsalmonik13 days1-0/+5
| | | | | | - move PI_F into hl2h.h as constexpr 3.14159265f and remove the duplicated long-double-style literals from hl2h.cpp/esp.cpp - extra digits are compile-time only; float operations cost the same
* Docs/cleanup: refresh CONTEXT, update ISurface status, remove dead codesalmonik13 days1-5/+0
| | | | | | | | | | - rewrite CONTEXT.md for the current architecture, interfaces, netvars, menu tree, bones/ESP, aimbot/vischeck, triggerbot, silent aim and ABH - update ISURFACE_STATUS.md: DrawLine slot, current menu/config path, 9 build TUs, current file layout - remove the stale root-level `tree` file - drop unused class_health_off/per-class health scan (NPC HP is not networked), surf_call_slot, and unused scancode helpers
* Silent aim: restore view at FRAME_RENDER_START; preserve movementsalmonik13 days1-0/+1
| | | | | | | | | - hook CHLClient::FrameStageNotify (vtable slot 35) and at FRAME_RENDER_START re-apply the player's original view angles after the engine has consumed the aimed usercmd; this fixes the slow pull with high-RPM weapons and the revolver leaving the view on the target - silent aim also rewrites forwardmove/sidemove so the world-space movement wish vector is unchanged by the temporary aim angles
* Silent aim: exact usercmd angle + fire, restore rendered viewsalmonik13 days1-1/+3
| | | | | | | | | | | | - new top-level Silent aim feature (Active + Bind, default Mouse3) - reuses the shared aim-target selection (bone checklist, nearest selected point, world-only MASK_VISIBLE vischeck) - writes the exact target angle into cmd->viewangles, sets IN_ATTACK for the shot, then immediately restores engine view angles to the player's input view (g_cam_view) so the camera stays where it was - shares the vischeck/bone selection with the aimbot; independent of the aimbot/triggerbot binds - config [silentaim] active/bind
* Triggerbot: crosshair entity trace, hostile-onlysalmonik13 days1-1/+10
| | | | | | | | | - 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 vischecksalmonik13 days1-0/+3
| | | | | | | | | | - 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
* ESP: add Show box togglesalmonik13 days1-1/+2
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* Aimbot v2: bone checklist and numeric smoothnesssalmonik13 days1-0/+3
| | | | | | | | | | - Aimbot -> Bones: Head, Torso (chest+stomach), Left/Right arm, Left/Right leg; the aimbot aims at the nearest selected hitbox point on the chosen target (head uses the head hitbox/bone fallback) - Aimbot -> Smoothness: value 1..45 deg/tick, Left/Right in the menu to adjust, persisted as smooth=N; default 5 (previous behaviour) - config: bone_* toggles + smooth under [aimbot] - menu gains a NODE_VALUE type (right-aligned value, Left/Right edit)
* Aimbot: head-only nearest-to-crosshair with bounded smoothingsalmonik13 days1-1/+3
| | | | | | | | | | | - 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, ...)
* ESP: generic full-bone skeleton for non-humanoid NPCs (headcrabs, crows, ...)salmonik13 days1-0/+1
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* ESP: restrict skeleton to humanoid core bones (no fingers/toes/headcrab)salmonik13 days1-0/+2
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* ESP: skeleton ESPsalmonik13 days1-1/+2
| | | | | | | - render parent->child bone links from the SetupBones world matrices (ISurface DrawLine, projected once per bone) - menu option "Show skeleton" under ESP, persisted as skeleton=1 - skeletons use the same hostile/friendly/neutral colours as the boxes
* Bones: robust head lookup (hitbox name -> head bone) + hitbox dumpsalmonik13 days1-0/+1
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* Bones: client-side SetupBones/studiohdr groundworksalmonik13 days1-0/+8
| | | | | | | | | | | - 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
* Bhop: uni-directional auto-strafe for all movement directionssalmonik13 days1-0/+1
| | | | | | | | - 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: menu toggles for neutral/healthbar/healthnum/namesalmonik13 days1-0/+8
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* ESP working: NPC detection + authoritative server-side healthsalmonik13 days1-2/+13
| | | | | | | | | | | | | - 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)salmonik2026-09-141-6/+19
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* Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik2026-09-121-4/+1
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* ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven ↵salmonik2026-09-121-1/+17
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* initsalmonik2026-08-301-0/+133