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* Jumpbug: automatic duck+jump on damaging fallssalmonik12 days1-0/+45
| | | | | | | | | | | | | | - 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].
* Triggerbot: crosshair entity trace, hostile-onlysalmonik13 days1-17/+68
| | | | | | | | | - 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 vischecksalmonik13 days1-0/+98
- 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