| Commit message (Collapse) | Author | Age | Files | Lines |
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Crash/UB:
- gate every hook behind an init-stage flag until config/surface/input are ready
- publish module maps as immutable atomic snapshots instead of reallocating
shared vectors under unlocked readers
- validate the %ebp walk in the RandomSeed/RandomFloat hooks against the stack
- bounds-check every RecvTable/RecvProp/string dereference with module_range()
- preserve the Itanium vtable header when cloning (client, CInput, model render,
studio render)
- reject negative usercmd sequence numbers; guard config_load against a null
section target; cap the bone parent walk; check mprotect; drop PROT_EXEC on
the GOT patch; absorb server.so .bss tail
Correctness:
- filter dormant entities across ESP, aimbot, triggerbot, melee, items and
projectiles (slot self-tested against the local player)
- reset the server-health latch per map and only latch on valid model indices
- bone cache sized for the 128-target scan; set valid=false on every failure;
head_position keeps searching past an invalid bone
- vischeck steps past glass by probing until clear, and ignores entities owned
by the target (held weapons, bone followers)
- aimbot: maxs no longer disables it, AABB-aware FOV prefilter, lock hysteresis,
lead point re-checked for FOV and visibility
- spread: seed hook arms on the no-spread toggle alone; engine toggle only
controls the RandomFloat zeroing
- resolve m_hOwnerEntity/m_hOwner; NPC lead velocity from the server entity
- vector_angles pitch range, point_ground normal test, underwater jump+duck no
longer skips combat, semi-auto press/release edge for synthetic fire
- item/projectile markers and blast rings refresh origin per frame while
discovery stays at 10 Hz; trajectory uses the real m_DmgRadius and honours
the blast-radius toggle
Rendering/GUI:
- one overlay draw per engine frame (FRAME_RENDER_START boundary), fixing
alpha stacking and the speed-graph flicker
- clipped lines/outlines and ellipsised text instead of drawing past the
content pane or shifting over neighbours
- dropdown dismissal consumes the click; hover ignores hidden controls
- chams: reset AlphaModulate, reference shared materials once, restore prop
tint colour; fonts created once per handle
- projection uses Source's 4:3 aspect scaling and roll; screen size refreshed
each frame; FOV circle gated on the aim toggles, not the bind
Performance:
- TTL caches for NPC relation, friendly/neutral and damage class
- model names memoised per model index
- entity pointer -> index cache for the triggerbot (was a 4096-slot walk/tick)
Build:
- real Makefile with -MMD dependency tracking, debug/release objects and an
always-relink rule; build.sh kept as a thin wrapper
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- Projectiles gets a "Grenade trajectory" toggle. While a frag grenade is
held, simulate the weapon_frag throw (1200 u/s forward + 120 z, player
velocity, gravity 600) and trace each step with a new
trace_solid_segment(); reflect on impact, stop on a slow upward-normal hit,
and draw the path, landing cross and a 300-unit blast ring. Verified on :99
(arcs, bounces off the tunnel wall, lands).
- With the RPG equipped, armoured NPCs (striders, gunships, dropships,
hunter-choppers) sort before normal enemies during target acquisition.
Added helicopter/chopper to the ARMORED model list.
- Empty health/suit chargers are hidden: read m_iJuice from the server
datamap (0 = depleted, -1 = unreadable/fail open).
- The citadel supercharged gravity gun (d3_citadel_03, d3_citadel_04,
d3_breen_01 via IVEngineClient::GetLevelName) is treated as a normal
weapon, so the melee aimbot no longer restricts it to VULNERABLE NPCs.
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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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- Validate the GUI font handles with GetTextSize and recreate them when the
local player entity or UI scale changes. Small scaled sizes fall back to the
proven 16 px size, and the failure log/toast is emitted once instead of every
frame. This fixes sessions where the menu rendered with no text after a
level transition.
- Rework visibility: trace with MASK_SHOT/TRACE_EVERYTHING while ignoring the
local player and target, so static props, crates and other NPCs block.
Non-solid glass and breakable-glass materials are skipped; solid non-break
glass (bulletproof) blocks. Fix CONTENTS_WINDOW 0x2 (was 0x4) in the masks.
- Pass self/target to is_visible from aimbot/silent/melee callers.
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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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- 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].
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- 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
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- 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
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