From 4171b26d1ce68d185f3d2611f5753f4288a92a69 Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 16:03:34 +0100 Subject: Clip transition and radius lines at the near plane Transition-box edges and projectile radius rings were only drawn when both endpoints projected. An edge with one corner behind the camera vanished, so a half-visible box or ring showed nothing. Add a segment projector that clips at the near plane in view space, then clips the 2D result to the screen bounds, and use it for both. --- CONTEXT.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'CONTEXT.md') diff --git a/CONTEXT.md b/CONTEXT.md index 2cec0ad..acdab2f 100644 --- a/CONTEXT.md +++ b/CONTEXT.md @@ -271,7 +271,8 @@ vocabulary / decisions. trigger whose target equals `g_map_prev` is marked `<- map` (the way back). - Scanning runs at 4 Hz in the ESP draw; the 8 world corners are projected and the 12 edges are drawn as a 3D wireframe, with a 10 px tag above the highest - visible corner. + visible corner. Each edge is clipped at the camera near plane and then to the + screen, so a box straddling the camera still draws its visible portions. ## Bones / ESP @@ -644,7 +645,9 @@ vocabulary / decisions. `m_DmgRadius` (`FIELD_FLOAT`) as fallback, then 300/200/150/300 for frag/RPG/AR2/bomb. - Draws a small marker and a `FRAG 1.2s`-style label; the optional radius ring - is a 24-segment horizontal circle projected at the projectile height. + is a 24-segment horizontal circle projected at the projectile height, with + every segment near-plane/screen clipped independently, so it still draws + when the grenade itself is off-screen or behind the camera. Toggles: Fuse timer, Blast radius. ## Roadmap / TODO -- cgit v1.2.3