summaryrefslogtreecommitdiffstats
path: root/src (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* Silent aim: exact usercmd angle + fire, restore rendered viewsalmonik13 days4-37/+110
| | | | | | | | | | | | - new top-level Silent aim feature (Active + Bind, default Mouse3) - reuses the shared aim-target selection (bone checklist, nearest selected point, world-only MASK_VISIBLE vischeck) - writes the exact target angle into cmd->viewangles, sets IN_ATTACK for the shot, then immediately restores engine view angles to the player's input view (g_cam_view) so the camera stays where it was - shares the vischeck/bone selection with the aimbot; independent of the aimbot/triggerbot binds - config [silentaim] active/bind
* Triggerbot: crosshair entity trace, hostile-onlysalmonik13 days5-25/+159
| | | | | | | | | - 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 days5-41/+178
| | | | | | | | | | - 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
* ESP: add Show box togglesalmonik13 days3-5/+10
|
* Aimbot v2: bone checklist and numeric smoothnesssalmonik13 days4-18/+164
| | | | | | | | | | - 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)
* Aimbot: fix eye height (m_vecViewOffset Z, not X); prefer head hitboxsalmonik13 days3-3/+21
| | | | | | | | - 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
* Aimbot: push smoothed angles to engine view + diagnosticssalmonik13 days2-1/+39
|
* Aimbot: head-only nearest-to-crosshair with bounded smoothingsalmonik13 days4-8/+146
| | | | | | | | | | | - 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, ...)
* ESP: generic full-bone skeleton for non-humanoid NPCs (headcrabs, crows, ...)salmonik13 days3-3/+14
|
* ESP: include zombie head (headcrab body/head) in humanoid skeletonsalmonik13 days1-2/+19
|
* ESP: derive skeleton core from hitbox bone paths (fixes unnamed ValveBiped ↵salmonik13 days1-21/+42
| | | | bones)
* ESP: restrict skeleton to humanoid core bones (no fingers/toes/headcrab)salmonik13 days3-2/+55
|
* ESP: skeleton ESPsalmonik13 days3-5/+46
| | | | | | | - 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
* Bones: refresh snapshots every frame (head marker no longer lags)salmonik13 days1-1/+3
|
* Bones: robust head lookup (hitbox name -> head bone) + hitbox dumpsalmonik13 days3-28/+115
|
* Bones: client-side SetupBones/studiohdr groundworksalmonik13 days3-0/+325
| | | | | | | | | | | - 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
* Menu: start fully collapsed on first opensalmonik13 days1-4/+4
|
* Bhop: uni-directional auto-strafe for all movement directionssalmonik13 days3-5/+73
| | | | | | | | - 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
* ESP: menu toggles for neutral/healthbar/healthnum/namesalmonik13 days3-8/+59
|
* ESP: vertical health bar right of the box, HP number beside itsalmonik13 days1-10/+17
|
* ESP working: NPC detection + authoritative server-side healthsalmonik13 days7-59/+475
| | | | | | | | | | | | | - 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
* Default map d1_town_01 (intro-less, enemies spawned)salmonik2026-09-146-37/+224
|
* Remove Climb feature; keep bind system for aimbot prep (mouse buttons bindable)salmonik2026-09-123-102/+49
|
* ISurface overlay working: PTEx draw path, -Werror, menu states, bind-driven ↵salmonik2026-09-124-121/+387
| | | | features
* initsalmonik2026-08-306-0/+1391