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* Remove stucklaunch; add valuable-item ESPsalmonik11 days1-4/+1
| | | | | | | | | | | | | | - 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.
* Fix tooltip truncation; add Stucklaunch assistsalmonik11 days1-1/+4
| | | | | | | | | | | | | | | | | | | 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.
* Melee killbot: 360-degree crowbar silent aimsalmonik12 days1-2/+5
| | | | | | | | | | | | | | | | | - 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 days1-2/+65
| | | | | | | | | | | | | | | | | 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.
* Docs/cleanup: refresh CONTEXT, update ISurface status, remove dead codesalmonik12 days1-40/+4
| | | | | | | | | | - 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
* ESP working: NPC detection + authoritative server-side healthsalmonik13 days1-16/+51
| | | | | | | | | | | | | - 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)salmonik2026-09-141-13/+43
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* initsalmonik2026-08-301-0/+185