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