From 9904891162a6749d39110110c0812a64c241a7ea Mon Sep 17 00:00:00 2001 From: salmonik Date: Tue, 27 Oct 2026 21:22:47 +0100 Subject: Remove stucklaunch; add valuable-item ESP - Drop the stucklaunch feature, its settings, diagnostics and m_hGroundEntity resolution. - Add a Visuals feature that scans the client entity list for valuable pickups: health/medkits/chargers, ammo boxes/crates/grenades, batteries, HEV suit modules/chargers, supply crates and generic items. - Model-first classification with class fallbacks; category toggles, distance labels and a max-distance slider. - Draw colored marker/label tags through walls, independent of the hostile NPC ESP. - Persist [items] active/bind/health/ammo/armor/crates/distance/max_dist; Reset restores defaults; GUI card and CONTEXT updated. --- CONTEXT.md | 24 +++++++++++------------- 1 file changed, 11 insertions(+), 13 deletions(-) (limited to 'CONTEXT.md') diff --git a/CONTEXT.md b/CONTEXT.md index da7138d..c5d8326 100644 --- a/CONTEXT.md +++ b/CONTEXT.md @@ -268,22 +268,20 @@ vocabulary / decisions. - Aimbot vischeck (`MASK_VISIBLE`/world-only) differs from triggerbot (`MASK_SHOT`/all entities): glass and static props can behave differently. -## Stucklaunch assist - -- Optional Movement feature; Active is off by default. -- While engaged it holds jump, alternates +use (or +attack/+use as a - pickup/drop cycle while the gravity gun is active) every N ticks (default - 2), and air-strafes the hops. -- Engagement comes from `m_hGroundEntity`, latched for ~0.5 s so the prop - stays "active" during each hop. If that netvar is unavailable it runs - whenever the feature is active, so bind it to a key. -- It does not spawn or move props. The player still supplies the prop and the - small initial speed. Pallets and brush physboxes work best. +## Valuable items + +- Visuals feature; Active is on by default and unbound (always-on). +- Scans the client entity list every 100 ms for item models/classes and tags + health, ammo, armor/suit, supply crates and generic items. +- Each tag is a colored marker with a name and optional distance, filtered by + category toggles and a max-distance slider. Drawn through walls and + independently of the hostile NPC ESP. +- Detection is model-first (`models/items/...`, `models/healthvial.mdl`, + `models/props_combine/*_charger*.mdl`, `models/w_longjump.mdl`) with class + fallbacks. Weapon pickups are intentionally not tagged. ## Roadmap / TODO -- **Stucklaunch tuning**: use-spam period, prop class coverage, and a possible - pause/unpause variant still need in-game testing. - **Server-side spread/recoil control**: not planned; recoil and accuracy penalties are intentionally left stock. - **Distance weapon spread thesis**: addressed by Spread control; stock HL2 -- cgit v1.2.3