| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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- 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
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- 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
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