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* Items: hide full ammo pickups; robust close-target projectionsalmonik4 days1-0/+2
| | | | | | | | | | | | | - Resolve m_iAmmo and m_hMyWeapons arrays from the client recv tables. - "Only if usable" now compares m_iAmmo[type] against sk_max_* (stock caps as fallback: RPG rockets 3, AR2 60, ...). Full ammo hides the pickup, including RPG rockets and fallen weapons converted to ammo. - Inventory now comes from m_hMyWeapons directly, so fallen weapons are ammo before the player equips the matching weapon. - Projection: fall back to local math when ScreenPosition claims "behind" for a point with positive view depth, and build NPC boxes from vertical samples so feet behind the near plane no longer drop the whole target. Log the first 8 near-target projection failures for diagnosis.
* Add usable item filter, projectile ESP and gravity-gun meleesalmonik4 days1-3/+12
| | | | | | | | | | | | | | - Items: "Only if usable" hides health tags at full health and armor at full suit. Health ceiling is the server player's m_iMaxHealth; armor uses the server m_ArmorValue against HL2's 100 cap. Fails open when unreadable. - Projectiles: new Visuals feature/card for thrown grenades, RPG rockets, helicopter bombs and AR2 balls. Fuse from server m_flDetonateTime vs engine time; radius from m_DmgRadius with per-type fallback; optional 24-segment radius ring and FRAG timer label. - Melee: the killbot now handles the gravity gun as well; only VULNERABLE targets, 1200-unit range, primary attack to launch the held object, and no aim-punch compensation because the launch uses EyeVectors. - Server/netvars: m_ArmorValue, m_flDetonateTime, m_DmgRadius.
* Remove gamma slider; keep HDR brightnesssalmonik4 days1-1/+0
| | | | | | | Wayland/XWayland discards window gamma ramps, so mat_monitorgamma could not work on the development setup. Drop the slider, config key and readback. Keep the in-engine HDR tonemap brightness and document that Fullbright turns tonemapping off.
* Add HDR tonemap brightness slidersalmonik4 days1-0/+1
| | | | | | | | | The engine applies mat_monitorgamma (SDL receives changing ramp midpoints), but Wayland/XWayland compositors discard the window gamma ramp, so the gamma slider has no visible effect there. Add an in-engine brightness control that does not depend on the window system: mat_force_tonemap_scale, exposed as "HDR brightness" (x10, 0 = automatic). Drop the temporary SDL gamma ramp diagnostic.
* Add ESP, aim, view and movement batchsalmonik4 days1-3/+24
| | | | | | | | | | | | | | | | | | - ESP: alert state (IDLE/ALERT/COMBAT/SCRIPT), enemy weapon labels, hostile/ neutral/friendly colour pickers, off-screen direction arrows, and trigger_changelevel volumes with next/previous map labels. - Aim: silent aim reuses the Aimbot FOV, vischeck and bone settings; add optional aim-punch compensation for aimbot, silent aim, triggerbot and melee (server bullets add m_vecPunchAngle to the usercmd angles). - View: always-on Camera / display card with camera FOV (writes the client m_iDefaultFOV netvar), viewmodel FOV and monitor gamma (client cvars). - Movement: Jump assist card with auto crouch-jump and edge jump (point ground probe 0.12 s ahead). - Spread: Engine spread override toggle gates the direct RandomFloat zeroing; off leaves only the seed search. - Server: entity count/base/classname helpers, trigger_changelevel map name and world bounds via IServerUnknown/ICollideable. - Netvars: m_vecPunchAngle and m_iDefaultFOV.
* Fix No spread on the hl2_complete server buildsalmonik4 days1-0/+2
| | | | | | | | | | | | | | | The server RandomSeed GOT slot was hardcoded to 0xce1348, measured on the older bin/server.so. The anniversary branch loads hl2_complete/bin/server.so, whose R_386_JMP_SLOT for RandomSeed is 0xce5348, so the patch hit unrelated writable data and no spread silently did nothing. - Read the relocation from the loaded module's ELF (module_jump_slot) instead of hardcoding, with the two known offsets as fallback. - Override whenever the RandomSeed caller's `this` is the local server player (CBaseEntity::FireBullets) instead of matching a hardcoded return-address range that also moved between builds. - m_takedamage is a char (FIELD_CHARACTER) in the 2013 SDK; resolve it as such and read a byte, so the IMMUNE damage tag actually works.
* ESP: render damage tags as small left-side labelssalmonik4 days1-0/+1
| | | | | | | | Draw ARM/VULN/IMM on the left edge of the box with a 10px font and a black 1px shadow, instead of full-size text above the name. The small font is a second HFont created next to the 16px body font. CONTEXT: document the DrawModel argument fix and the tag styling.
* ESP: classify NPC damage immunity/armour/vulnerabilitysalmonik4 days1-1/+3
| | | | | | | | | | | - Resolve server m_takedamage (DAMAGE_NO/DAMAGE_EVENTS_ONLY = immune). - Classify gunship/strider/dropship as ARMORED (OnTakeDamage only accepts DMG_BLAST; only the RPG passes), and headcrab/antlion/manhack as VULN (gravity gun / physics impact). - ESP draws ARMORED/VULN/IMMUNE tags above the name (new "Damage tags" toggle, [esp] dmg). - Aimbot, silent aim, triggerbot and melee skip immune targets and armoured targets unless the active weapon is the RPG.
* World tint: tint map-static props through IStudioRendersalmonik4 days1-0/+1
| | | | | | | | | | | | | | | Most of the crates are prop_static, which have no client entity, so writing m_clrRender only reached the three dynamic ones. Hook the StudioRender interface (VStudioRender025) on the interface object's vtable: substitute the prop colour in SetColorModulation/SetAlphaModulation while DrawModelStaticProp is drawing a models/props model, and set the modulation explicitly before the original draw in case the engine sets it just before the call. Vtable indices verified by disassembling CStudioRenderContext: 27 = three float stores from the argument pointer, 28 = one float, 30 = the DrawModelInfo_t-drawing entry with three arguments (the 2013 SDK header lists these slots five positions earlier in this build).
* World tint: colour dynamic props through m_clrRendersalmonik4 days1-0/+2
| | | | | | | | | | Prop model materials (VertexLitGeneric) ignore IMaterial::ColorModulate: the engine feeds StudioRender the per-entity render colour (m_clrRender) on every draw, so the material-side tint never showed on crates and other props. Resolve m_clrRender from DT_BaseEntity and, every 10 ms while World tint and Props are enabled, write the prop colour into every entity whose model is under models/props. Restore white once when disabled.
* World: replace skybox changer with a PNG skybox imagesalmonik4 days1-4/+2
| | | | | | | | | | | | | | | | | sv_skyname did not take effect at runtime in this build, so the Skybox card now replaces the skybox materials' textures with <config dir>/skybox.png. The PNG is decoded through libpng16's simplified API (dlopen'ed, so no new link dependency) and uploaded with IMaterialSystem::CreateTextureFromBits as an RGBA8888 texture. IMaterialVar::SetTextureValue assigns it to $basetexture and the HDR variants for every material in the SkyBox textures group (all six faces get the same image). Original textures are recorded per material/var (texture pointer plus string fallback) and restored when the feature is off. Records survive level changes so a reused sky material is still restorable; the override is re-applied to a new map automatically. The card shows the image path and has a Reload image button; a missing/unreadable PNG raises an error toast.
* World: add skybox changersalmonik4 days1-2/+9
| | | | | | | | | | | | | | New Visuals -> Skybox card with a runtime sv_skyname override using the same mechanism as the stock skybox_swapper entity. The choice list is the HL2 skybox set extracted from the game VPKs. The map's own sky is captured from loaded materials (SkyBox group, parsing skybox/<name>... face names) before the first override, so turning the feature off or picking "Map default" restores it; a level change restores it implicitly. Sky changes invalidate the world tint so new sky materials are tinted as well. GUI: add a CK_CHOICE control (value box with < / > zones).
* AI: treat scripted NPCs as neutral; Lamarr neutralsalmonik4 days1-0/+1
| | | | | | | | | | Read the server m_NPCState and mark NPC_STATE_SCRIPT actors neutral so cutscene NPCs and scripted pets are not aimbot targets and draw in the neutral colour. Add Lamarr (Kleiner's pet headcrab) to the neutral model list as requested. Also log state changes in the NPC debug line and resolve/log m_NPCState in the server datamap summary.
* World: add prop tint and fog overridesalmonik4 days1-4/+10
| | | | | | | | | | - World tint now also colours prop materials (models/props*) with their own colour, covering static props and prop_physics while leaving NPC, player and weapon materials untouched. - New Fog card: fog_override colour/start/end via ClientCmd, optional skybox fog, and a Remove fog mode. Restores the map fog (fog_override 0) when disabled and re-applies after level changes. - Config sections [worldtint] prop/colour keys and [fog].
* World: add world/sky material colour modulationsalmonik4 days1-2/+8
| | | | | | | | | | | | | | | Port Amalgam's modulation approach: obtain IMaterialSystem from the already loaded materialsystem.so (VMaterialSystem080) and walk materials with FirstMaterial/NextMaterial/GetMaterial. ColorModulate the "World textures" group (sky names excluded) and the "SkyBox textures"/sky-named group. The walk runs only when the enabled groups or colours change, restores white when disabled, and re-applies after level changes. Before touching materials, GetNumMaterials() and the first material's name/group are sanity-checked so a wrong vtable slot logs and aborts instead of walking garbage. GUI: "World tint" card with world/sky toggles and RGB sliders; config section [worldtint].
* AI: fix relationship lookup; classify citizen/hacked turretssalmonik4 days1-0/+1
| | | | | | | | | | | | | | m_Relationship is DEFINE_UTLVECTOR (FIELD_CUSTOM), not FIELD_EMBEDDED, so the datamap scan always returned -1 and every NPC fell back to the model heuristic. Resolve it as FIELD_CUSTOM with an embedded fallback. Floor turrets never add relationship rows when friendly: CNPC_FloorTurret overrides Classify() to CLASS_PLAYER_ALLY for citizen-built (SF_FLOOR_TURRET_CITIZEN) and Alyx-hacked turrets. Read m_spawnflags and m_bHackedByAlyx from the server instead. Widen the datamap offset window (0x4..0x4000) for derived-class fields and log the new offsets plus turret state in the NPC debug line.
* AI: use server relationships to classify NPC friendlinesssalmonik4 days1-0/+2
| | | | | | | | | | | - Read the server NPC's m_Relationship CUtlVector (entity row for the local player first, then the CLASS_PLAYER row): D_LI friendly, D_NU neutral, D_HT/D_FR hostile. - Use it for ESP colours and aimbot/silent-aim/melee target filtering, with the existing model heuristic as a fallback. - Treat bugbait-controlled antlions as friendly when their server m_hFollowTarget is set. - Resolve m_Relationship/m_hFollowTarget datamap offsets and log them.
* World: add Fullbright visual featuresalmonik4 days1-2/+7
| | | | | | | | | | - New Visuals card with the usual Active + Bind; default off. Unbound+Active is always-on, a bind makes it hold-to-brighten. - Resolve VEngineCvar004 and set mat_fullbright 1/0 through FindVar (slot 12) and ConVar::SetValue(int) (slot 11), bypassing the console cheat gate. Fall back to ClientCmd if the cvar interface is unavailable. - Reapply after map loads/respawns and persist [fullbright] active/bind. - Log on/off; show an error toast if the cvar cannot be applied.
* GUI: recover invalid fonts; vischeck: props and bulletproof glasssalmonik4 days1-1/+2
| | | | | | | | | | | | | - Validate the GUI font handles with GetTextSize and recreate them when the local player entity or UI scale changes. Small scaled sizes fall back to the proven 16 px size, and the failure log/toast is emitted once instead of every frame. This fixes sessions where the menu rendered with no text after a level transition. - Rework visibility: trace with MASK_SHOT/TRACE_EVERYTHING while ignoring the local player and target, so static props, crates and other NPCs block. Non-solid glass and breakable-glass materials are skipped; solid non-break glass (bulletproof) blocks. Fix CONTENTS_WINDOW 0x2 (was 0x4) in the masks. - Pass self/target to is_visible from aimbot/silent/melee callers.
* Melee: surface weapon state across maps; reset stale cachessalmonik11 days1-0/+1
| | | | | | | | | | | - Map transitions often leave a non-crowbar weapon active, so the killbot silently does nothing. Log every active-weapon change as a normal `melee: active ... crowbar=0/1` line and toast once suggesting the crowbar. - Recover the crowbar model from the server entity when the client weapon model index is missing/0 after a map change. - Clear the bone cache and aim/silent locks when the local player entity changes (map load/respawn) so stale entity/model data cannot poison melee target selection.
* Logging: per-session file and debug-gated verbose logssalmonik11 days1-0/+1
| | | | | | | | | | | | | | | | - Open /tmp/hl2hake.log once in the library constructor with "w" so each session starts clean, use line buffering, flush each line, and close it via atexit. No more fopen/fclose per message. - Add logd() for verbose diagnostics, enabled only with HL2H_DEBUG=1. - Move ESP/NPC scans, item-prop/item-classification logs, aimbot/silent-aim/ melee/triggerbot/spread details, jumpbug tracking, bone dumps, netvar dumps, cmd-modified and ground-trace noise to logd(). - Keep logf() for lifecycle, config, warnings/errors, GUI open/close, item category/tagging summaries and item-crate detections so crate debugging works without the ESP stream. - Supply crates now respect the max-distance slider (user change), with the stale comment and CONTEXT updated. - Document HL2H_DEBUG=1 in play.sh and CONTEXT.
* Item ESP: tag world weapons, name ammo types, restrict cratessalmonik11 days1-0/+3
| | | | | | | | | | | | | - Add a Weapons category and classify world weapon models (crowbar, pistol, revolver, SMG, AR2, shotgun, crossbow, RPG, grenade, gravity gun, stunstick, bugbait, sniper). Skip the active weapon and anything with a valid m_hOwner/m_hOwnerEntity handle so held weapons do not tag. - Label ammo by model: pistol, SMG, AR2, .357, crossbow, shotgun, sniper, flares, AR2 grenade, RPG rocket and specific ammo-crate variants. - Only item_item_crate and item_beacon_crate are supply crates; generic breakable crates are no longer tagged. Crate chunks stay excluded. - Add item diagnostics: category state, prop-like entities with class/model/ kind/distance/origin, and every item crate seen.
* Remove stucklaunch; add valuable-item ESPsalmonik11 days1-14/+10
| | | | | | | | | | | | | | - Drop the stucklaunch feature, its settings, diagnostics and m_hGroundEntity resolution. - Add a Visuals feature that scans the client entity list for valuable pickups: health/medkits/chargers, ammo boxes/crates/grenades, batteries, HEV suit modules/chargers, supply crates and generic items. - Model-first classification with class fallbacks; category toggles, distance labels and a max-distance slider. - Draw colored marker/label tags through walls, independent of the hostile NPC ESP. - Persist [items] active/bind/health/ammo/armor/crates/distance/max_dist; Reset restores defaults; GUI card and CONTEXT updated.
* Stucklaunch: fix prop detection and add diagnosticssalmonik11 days1-1/+1
| | | | | | | | | | | | - Client physics props are CPhysicsProp/CPhysBox, not the server class prop_physics; the old case-sensitive class check never matched. Detect MOVETYPE_VPHYSICS first (the reliable signal), then case-insensitive class/model patterns. - Log the first few prop checks with index, movetype, class and model so a failed ground lookup is diagnosable. - Log once when Stucklaunch is active (with run state, bind and ground offset), when it engages, and when the ground is not a prop. - Toast a warning when binding a feature that is not Active yet.
* Stucklaunch: alternate attack/use and expose spam ratesalmonik12 days1-0/+2
| | | | | | | | - Gravity-gun spam now alternates +attack (grab) and +use (drop) instead of pressing both together, which would punt the prop. - Add a Spam rate slider (1..16 ticks, default 2) so the pickup/drop cycle can be tuned; it persists as spam_ticks in [stucklaunch]. - Log the prop index the first few times a stucklaunch engages to aid testing.
* Fix tooltip truncation; add Stucklaunch assistsalmonik12 days1-2/+13
| | | | | | | | | | | | | | | | | | | Tooltips: text_in() shifted the x position to fit the full string before truncating, which drew the tooltip text outside its box. Truncate to the available width first, then clamp inside the clip. Stucklaunch (Movement): - opt-in feature (Active off by default) with its own bind; - holds jump, alternates +use every 2 ticks to regrab a physics prop, optionally +attack while the gravity gun is active, and air-strafes; - engagement uses m_hGroundEntity (client netvar) latched for ~0.5 s so the prop stays active while airborne; falls back to running whenever active if the netvar is unavailable, with a startup warning to bind it; - does not spawn or place props; the player supplies the prop and initial speed. Config gets [stucklaunch] active/bind/use_spam/gravspam/autostrafe; Reset restores those defaults. CONTEXT documents the assist and its limits.
* GUI: add on-screen toasts and atomic config writessalmonik12 days1-0/+9
| | | | | | | | | | | | | | | | - Toast queue drawn in the top-right by the overlay, independent of the GUI being open. Info/warn/error colors and 6/9/12 s lifetimes; timers start on the first painted frame so startup messages are not missed. - Queue a load toast after install_menu, plus warnings/errors for missing modules/interfaces/netvars, input hooks, fonts, ISurface, server datamap, and spread seed support. - Toast on config reload, reset, bind/unbind and config save failure. - Config saves now write `config.tmp`, flush, then rename it over the real file; failures leave the previous config intact. - config_load reports whether a file was found so Reload can distinguish a successful reload from a missing file. - Update CONTEXT and ISURFACE_STATUS for the single GUI, toasts and atomic config writes.
* GUI: fix footer clipping; remove the old text menusalmonik12 days1-2/+1
| | | | | | | | | | - Right-align the footer hint and size the config label from the remaining width, so "INS close" is no longer truncated. - Delete the text-tree menu now that the GUI has feature parity: remove the tree/input/render code, the F1 toggle and menu_force_close. - Keep only held-key polling for feature binds; poll it every frame from outer_draw. - Update CONTEXT/ADR: the GUI is the only menu.
* GUI: wire real feature state and configsalmonik12 days1-0/+39
| | | | | | | | | | | | | | | | | | Replace the dummy preview controls with the actual settings: - cards bind directly to the feature state and the existing option variables; Active/Bind now drive the same gates as the text menu; - every feature persists active+bind, including movement, melee and spread; - config path and build info are real; Reload config re-reads the INI; - Reset defaults is two-click, restores feature settings/binds and keeps the GUI layout; - window position, category and expanded cards persist under [gui] in the same config file; layout saves on drag/category/expand/close; - mouse bind capture handles all five buttons and consumes the click so it cannot re-arm immediately; - Active/Bind tooltips and full scancode names. The old text tree stays on F1 for one verification pass.
* 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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