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* Docs/cleanup: refresh CONTEXT, update ISurface status, remove dead codesalmonik12 days1-24/+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
* Config: store in $XDG_CONFIG_HOME/hl2hake/configsalmonik12 days1-4/+23
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* Silent aim: exact usercmd angle + fire, restore rendered viewsalmonik12 days1-8/+22
| | | | | | | | | | | | - 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-onlysalmonik12 days1-7/+21
| | | | | | | | | - 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 days1-4/+12
| | | | | | | | | | - 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 togglesalmonik12 days1-3/+6
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* Aimbot v2: bone checklist and numeric smoothnesssalmonik12 days1-5/+102
| | | | | | | | | | - 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 smoothingsalmonik12 days1-7/+19
| | | | | | | | | | | - 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: skeleton ESPsalmonik12 days1-3/+7
| | | | | | | - 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
* Menu: start fully collapsed on first opensalmonik12 days1-4/+4
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* Bhop: uni-directional auto-strafe for all movement directionssalmonik12 days1-5/+16
| | | | | | | | - 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/namesalmonik12 days1-5/+39
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* Default map d1_town_01 (intro-less, enemies spawned)salmonik2026-09-141-8/+27
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* Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik2026-09-121-86/+47
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* ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven ↵salmonik2026-09-121-115/+197
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* initsalmonik2026-08-301-0/+555