From 181fee4681e3ec65536dafd8a2093c44bdf8fdba Mon Sep 17 00:00:00 2001 From: salmonik Date: Fri, 6 Nov 2026 16:26:47 +0100 Subject: docs: record the esp.cpp split in the plan --- FIX_PLAN.md | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/FIX_PLAN.md b/FIX_PLAN.md index f2dec60..757d93e 100644 --- a/FIX_PLAN.md +++ b/FIX_PLAN.md @@ -804,6 +804,14 @@ snapshots, interfaces, netvars, CUserCmd, engine constants, vector math), (cross-module declarations), plus `overlay.h` and `hooks.h`. Translation units still include `hl2h.h`, so this is a declaration-organisation change only. +### Batch 8 — esp.cpp split + +`esp.cpp` went from 3665 to ~1000 lines and now only scans and draws. The other +halves are `entity_query.cpp` (entity lookups, NPC classification, per-map +caches, session reset), `combat.cpp` (aimbot, silent aim, melee, spread, +triggerbot), `items.cpp` and `projectiles.cpp`. Cross-unit helpers are declared +in `esp_internal.h`; nothing changed behaviourally. + ### Known remaining work Deliberately deferred, with reasons: @@ -813,12 +821,11 @@ Deliberately deferred, with reasons: slot plus a way to get the networkable from a raw entity pointer, or a cached pointer→index map. Not worth the risk for a hot path that fires a few times per second. -- **P3-2 declarative settings table** — large rewrite of `config_save`, - `config_load`, `config_reset_defaults` and `build_cards`. It can regress - config persistence, so it should follow an in-game pass. -- **P3-3 `esp.cpp` split** — - behaviour-neutral moves with a large diff; best done after the current build - has been validated in-game so a regression is easy to bisect. +- **P3-2 declarative settings table** — the last item. It replaces the + six-place edit per option (header, definition, save, load, reset, GUI) with a + descriptor table. Unlike the other refactors this one can silently break + config persistence, so it needs a save → reload → defaults round-trip in-game + after landing. Nothing in the two batches has been exercised in-game yet. The smoke matrix in §5 is the next step: direct map load 10× (P0-1), menu → map → GUI close (P2-5), -- cgit v1.2.3