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* GUI: Insert-only close, freeze mouse look at the sourcesalmonik11 days1-4/+5
| | | | | | | | | | | | | | | | 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: add F2 preview shell with dummy controlssalmonik11 days1-3/+16
| | | | | | | | | | | | | | | | 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: client-seed no-spreadsalmonik12 days1-11/+30
| | | | | | | | | | | | | | | 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 days1-8/+17
| | | | | | | | | | | | | | | | | - 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=...
* Menu: latch the Insert key and expand the root on opensalmonik12 days1-3/+23
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* Jumpbug: optional velocity-timed assistsalmonik12 days1-3/+14
| | | | | | | | | | | | | | | | | 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 days1-9/+19
| | | | | | | | | | | | | | - 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 days1-3/+7
| | | | | | | - 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 days1-13/+59
| | | | | | | | | | | - 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.
* Fonts: recreate the VGUI font after menu/map transitionssalmonik12 days1-0/+18
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* Fonts: bundle Liberation Sans and register it with fontconfigsalmonik12 days1-10/+77
| | | | | | | | | - ship assets/LiberationSans-Regular.ttf (+ OFL license/README) - at startup, resolve the .so path via dladdr, add assets/...ttf to the current fontconfig config with FcConfigAppFontAddFile, and fall back to the system Liberation path if the asset is missing - font creation tries Liberation Sans, then DejaVu Sans/Noto/Tahoma/Verdana/ Arial, so the overlay still renders on installs without the bundled font
* Binds: allow multiple features to share the same keysalmonik12 days1-9/+2
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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 opensalmonik13 days1-4/+4
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* Bhop: uni-directional auto-strafe for all movement directionssalmonik13 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/namesalmonik13 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