| Commit message (Collapse) | Author | Age | Files | Lines |
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- Hook IVModelRender::DrawModelExecute (VEngineModel016 slot 19) and force
models/debug/debugwhite for NPC models, identified by
ModelRenderInfo_t::entity_index.
- Two passes: MATERIAL_VAR_IGNOREZ through walls, then normal depth, with
IMaterial::ColorModulate for the configured colour; restore the shared
material's flag/colour afterwards.
- Material lookup via the IMaterialSystem list, FindMaterial fallback.
- New Chams feature/card with Through walls and colour; [chams] config.
- Remove the temporary ammo/projectile/fuse diagnostics.
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The datamap offset points at the array length header, so every ammo count was
read one type early. That made the RPG slot read the buckshot count (30) and
permanently exceed the 3-rocket cap, which is why RPG pickups never showed and
grenades/AR2/weapon ammo never hid. Read the elements 4 bytes after the field
offset.
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The client m_iAmmo/m_hMyWeapons recv props still do not resolve, but the
listen server has the same CBaseCombatCharacter arrays in its datamap. Resolve
m_iAmmo and m_hMyWeapons there:
- reserve ammo comes from server_player_ammo() when the client array is
missing, so full-ammo filtering works (RPG rockets at 3);
- the owned-weapon mask is filled from the server m_hMyWeapons[48] handles,
so fallen weapons count as ammo before the player equips them.
Widen the datamap field-size filter to 512 for the 192-byte handle array.
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- World weapons of a type already in the local player's inventory are retagged
as ammo ("SMG ammo", ...). Inventory scan only counts weapons owned by the
local player index, so NPC weapons do not trigger it.
- Projectile fuse: log det/cur/base/raw server value, and fall back to a
3-second first-sighting countdown when m_flDetonateTime or engine time is
unavailable.
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- Items: "Only if usable" hides health tags at full health and armor at full
suit. Health ceiling is the server player's m_iMaxHealth; armor uses the
server m_ArmorValue against HL2's 100 cap. Fails open when unreadable.
- Projectiles: new Visuals feature/card for thrown grenades, RPG rockets,
helicopter bombs and AR2 balls. Fuse from server m_flDetonateTime vs engine
time; radius from m_DmgRadius with per-type fallback; optional 24-segment
radius ring and FRAG timer label.
- Melee: the killbot now handles the gravity gun as well; only VULNERABLE
targets, 1200-unit range, primary attack to launch the held object, and no
aim-punch compensation because the launch uses EyeVectors.
- Server/netvars: m_ArmorValue, m_flDetonateTime, m_DmgRadius.
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- ESP: alert state (IDLE/ALERT/COMBAT/SCRIPT), enemy weapon labels, hostile/
neutral/friendly colour pickers, off-screen direction arrows, and
trigger_changelevel volumes with next/previous map labels.
- Aim: silent aim reuses the Aimbot FOV, vischeck and bone settings; add
optional aim-punch compensation for aimbot, silent aim, triggerbot and
melee (server bullets add m_vecPunchAngle to the usercmd angles).
- View: always-on Camera / display card with camera FOV (writes the client
m_iDefaultFOV netvar), viewmodel FOV and monitor gamma (client cvars).
- Movement: Jump assist card with auto crouch-jump and edge jump (point
ground probe 0.12 s ahead).
- Spread: Engine spread override toggle gates the direct RandomFloat zeroing;
off leaves only the seed search.
- Server: entity count/base/classname helpers, trigger_changelevel map name
and world bounds via IServerUnknown/ICollideable.
- Netvars: m_vecPunchAngle and m_iDefaultFOV.
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The server RandomSeed GOT slot was hardcoded to 0xce1348, measured on the
older bin/server.so. The anniversary branch loads hl2_complete/bin/server.so,
whose R_386_JMP_SLOT for RandomSeed is 0xce5348, so the patch hit unrelated
writable data and no spread silently did nothing.
- Read the relocation from the loaded module's ELF (module_jump_slot) instead
of hardcoding, with the two known offsets as fallback.
- Override whenever the RandomSeed caller's `this` is the local server player
(CBaseEntity::FireBullets) instead of matching a hardcoded return-address
range that also moved between builds.
- m_takedamage is a char (FIELD_CHARACTER) in the 2013 SDK; resolve it as such
and read a byte, so the IMMUNE damage tag actually works.
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- Resolve server m_takedamage (DAMAGE_NO/DAMAGE_EVENTS_ONLY = immune).
- Classify gunship/strider/dropship as ARMORED (OnTakeDamage only accepts
DMG_BLAST; only the RPG passes), and headcrab/antlion/manhack as VULN
(gravity gun / physics impact).
- ESP draws ARMORED/VULN/IMMUNE tags above the name (new "Damage tags"
toggle, [esp] dmg).
- Aimbot, silent aim, triggerbot and melee skip immune targets and armoured
targets unless the active weapon is the RPG.
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Read the server m_NPCState and mark NPC_STATE_SCRIPT actors neutral so
cutscene NPCs and scripted pets are not aimbot targets and draw in the
neutral colour. Add Lamarr (Kleiner's pet headcrab) to the neutral model
list as requested.
Also log state changes in the NPC debug line and resolve/log m_NPCState in
the server datamap summary.
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m_Relationship is DEFINE_UTLVECTOR (FIELD_CUSTOM), not FIELD_EMBEDDED, so the
datamap scan always returned -1 and every NPC fell back to the model
heuristic. Resolve it as FIELD_CUSTOM with an embedded fallback.
Floor turrets never add relationship rows when friendly: CNPC_FloorTurret
overrides Classify() to CLASS_PLAYER_ALLY for citizen-built
(SF_FLOOR_TURRET_CITIZEN) and Alyx-hacked turrets. Read m_spawnflags and
m_bHackedByAlyx from the server instead.
Widen the datamap offset window (0x4..0x4000) for derived-class fields and
log the new offsets plus turret state in the NPC debug line.
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- Read the server NPC's m_Relationship CUtlVector (entity row for the local
player first, then the CLASS_PLAYER row): D_LI friendly, D_NU neutral,
D_HT/D_FR hostile.
- Use it for ESP colours and aimbot/silent-aim/melee target filtering, with
the existing model heuristic as a fallback.
- Treat bugbait-controlled antlions as friendly when their server
m_hFollowTarget is set.
- Resolve m_Relationship/m_hFollowTarget datamap offsets and log them.
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The client m_hActiveWeapon is a networked EHANDLE: low 11 bits are the
entity index and the rest is the serial. Masking with 0xFFFF included serial
bits, so on later maps the weapon index became garbage (e.g. 49184/12319)
and melee killbot could not recognize the crowbar. Use 0x7FF for client and
server active-weapon handles, weapon owner checks and item-ESP weapon skips.
Document the layout in CONTEXT.
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- Open /tmp/hl2hake.log once in the library constructor with "w" so each
session starts clean, use line buffering, flush each line, and close it via
atexit. No more fopen/fclose per message.
- Add logd() for verbose diagnostics, enabled only with HL2H_DEBUG=1.
- Move ESP/NPC scans, item-prop/item-classification logs, aimbot/silent-aim/
melee/triggerbot/spread details, jumpbug tracking, bone dumps, netvar dumps,
cmd-modified and ground-trace noise to logd().
- Keep logf() for lifecycle, config, warnings/errors, GUI open/close, item
category/tagging summaries and item-crate detections so crate debugging
works without the ESP stream.
- Supply crates now respect the max-distance slider (user change), with the
stale comment and CONTEXT updated.
- Document HL2H_DEBUG=1 in play.sh and CONTEXT.
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- Toast queue drawn in the top-right by the overlay, independent of the GUI
being open. Info/warn/error colors and 6/9/12 s lifetimes; timers start on
the first painted frame so startup messages are not missed.
- Queue a load toast after install_menu, plus warnings/errors for missing
modules/interfaces/netvars, input hooks, fonts, ISurface, server datamap,
and spread seed support.
- Toast on config reload, reset, bind/unbind and config save failure.
- Config saves now write `config.tmp`, flush, then rename it over the real
file; failures leave the previous config intact.
- config_load reports whether a file was found so Reload can distinguish a
successful reload from a missing file.
- Update CONTEXT and ISURFACE_STATUS for the single GUI, toasts and atomic
config writes.
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- 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=...
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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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- 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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