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13 daysESP: include zombie head (headcrab body/head) in humanoid skeletonsalmonik1-2/+19
13 daysESP: derive skeleton core from hitbox bone paths (fixes unnamed ValveBiped ↵salmonik1-21/+42
bones)
13 daysESP: restrict skeleton to humanoid core bones (no fingers/toes/headcrab)salmonik3-2/+55
13 daysESP: skeleton ESPsalmonik3-5/+46
- 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
13 daysBones: refresh snapshots every frame (head marker no longer lags)salmonik1-1/+3
13 daysBones: robust head lookup (hitbox name -> head bone) + hitbox dumpsalmonik3-28/+115
13 daysBones: client-side SetupBones/studiohdr groundworksalmonik4-1/+326
- 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
13 daysMenu: start fully collapsed on first opensalmonik1-4/+4
13 daysBhop: uni-directional auto-strafe for all movement directionssalmonik3-5/+73
- 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
13 daysESP: menu toggles for neutral/healthbar/healthnum/namesalmonik3-8/+59
13 daysESP: vertical health bar right of the box, HP number beside itsalmonik1-10/+17
13 daysESP working: NPC detection + authoritative server-side healthsalmonik8-60/+477
- 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
2026-09-14Default map d1_town_01 (intro-less, enemies spawned)salmonik8-39/+226
2026-09-12Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik3-102/+49
2026-09-12ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven ↵salmonik7-124/+621
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