| Commit message (Collapse) | Author | Files | Lines |
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- Aimbot -> Bones: Head, Torso (chest+stomach), Left/Right arm,
Left/Right leg; the aimbot aims at the nearest selected hitbox point on
the chosen target (head uses the head hitbox/bone fallback)
- Aimbot -> Smoothness: value 1..45 deg/tick, Left/Right in the menu to
adjust, persisted as smooth=N; default 5 (previous behaviour)
- config: bone_* toggles + smooth under [aimbot]
- menu gains a NODE_VALUE type (right-aligned value, Left/Right edit)
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- g_cam_eye was adding the X component of m_vecViewOffset to Z, leaving the
eye ~64 units too low; the aimbot consequently aimed above heads
- head_position now prefers the HITGROUP_HEAD hitbox center before falling
back to bone names (zombie: headcrab body hitbox)
- log the exact head and desired angles for the first few aim ticks
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- select the hostile NPC whose (approximate) head is closest in angle to the
crosshair, then refine to its actual head hitbox/bone
- aimbot menu feature (Active + Bind, default Mouse5, rebindable via the
existing bind chooser); config [aimbot] active/bind
- never snap: move at most 5 degrees per tick toward the target, shortest-path
yaw, pitch clamped to +/-89, 0.05 degree deadzone; no overshoot/oscillation
- fixes the usercmd CRC after modifying viewangles
- skip when dead; ignores friendly/neutral entities (crows, citizens, ...)
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bones)
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- render parent->child bone links from the SetupBones world matrices
(ISurface DrawLine, projected once per bone)
- menu option "Show skeleton" under ESP, persisted as skeleton=1
- skeletons use the same hostile/friendly/neutral colours as the boxes
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- bones.cpp: resolve IClientRenderable via IClientUnknown slot 6, validate it
against IVModelInfo GetModel, call SetupBones (slot 16) with engine Time()
(slot 14), and parse the studio header (GetStudiomodel, slot 29) for
bones/bone names/parents and hitboxes
- cache up to 64 entity bone snapshots, refreshed at ~30 Hz
- helpers: bone_find/parent/pos, hitbox_center (e.g. "head")
- debug probe: HL2H_BONE_DEBUG=1 draws a white marker at each NPC's head
hitbox center and logs bone count/head position once
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- derive the desired air direction from the raw W/S/A/D input (view-relative)
- pick the velocity perpendicular that rotates toward that target, so S/A/D
work instead of only forward and A/D no longer spin in circles
- no keys: accelerate along the crosshair
- menu label now "Uni-directional auto-strafe"; state column moved to x=270
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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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features
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