From 33f5ed9ef58f26c6b3b52cf605dd4311d658a60d Mon Sep 17 00:00:00 2001 From: salmonik Date: Fri, 6 Nov 2026 16:09:55 +0100 Subject: Fix audit findings: crash safety, correctness, rendering, performance Crash/UB: - gate every hook behind an init-stage flag until config/surface/input are ready - publish module maps as immutable atomic snapshots instead of reallocating shared vectors under unlocked readers - validate the %ebp walk in the RandomSeed/RandomFloat hooks against the stack - bounds-check every RecvTable/RecvProp/string dereference with module_range() - preserve the Itanium vtable header when cloning (client, CInput, model render, studio render) - reject negative usercmd sequence numbers; guard config_load against a null section target; cap the bone parent walk; check mprotect; drop PROT_EXEC on the GOT patch; absorb server.so .bss tail Correctness: - filter dormant entities across ESP, aimbot, triggerbot, melee, items and projectiles (slot self-tested against the local player) - reset the server-health latch per map and only latch on valid model indices - bone cache sized for the 128-target scan; set valid=false on every failure; head_position keeps searching past an invalid bone - vischeck steps past glass by probing until clear, and ignores entities owned by the target (held weapons, bone followers) - aimbot: maxs no longer disables it, AABB-aware FOV prefilter, lock hysteresis, lead point re-checked for FOV and visibility - spread: seed hook arms on the no-spread toggle alone; engine toggle only controls the RandomFloat zeroing - resolve m_hOwnerEntity/m_hOwner; NPC lead velocity from the server entity - vector_angles pitch range, point_ground normal test, underwater jump+duck no longer skips combat, semi-auto press/release edge for synthetic fire - item/projectile markers and blast rings refresh origin per frame while discovery stays at 10 Hz; trajectory uses the real m_DmgRadius and honours the blast-radius toggle Rendering/GUI: - one overlay draw per engine frame (FRAME_RENDER_START boundary), fixing alpha stacking and the speed-graph flicker - clipped lines/outlines and ellipsised text instead of drawing past the content pane or shifting over neighbours - dropdown dismissal consumes the click; hover ignores hidden controls - chams: reset AlphaModulate, reference shared materials once, restore prop tint colour; fonts created once per handle - projection uses Source's 4:3 aspect scaling and roll; screen size refreshed each frame; FOV circle gated on the aim toggles, not the bind Performance: - TTL caches for NPC relation, friendly/neutral and damage class - model names memoised per model index - entity pointer -> index cache for the triggerbot (was a 4096-slot walk/tick) Build: - real Makefile with -MMD dependency tracking, debug/release objects and an always-relink rule; build.sh kept as a thin wrapper --- build.sh | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) (limited to 'build.sh') diff --git a/build.sh b/build.sh index b12f67b..4d10a56 100755 --- a/build.sh +++ b/build.sh @@ -1,8 +1,10 @@ #!/bin/sh -set -e -cd "$(dirname "$0")" -g++ -m32 -O2 -std=c++17 -Wall -Wextra -Werror -fPIC -shared -fvisibility=hidden -fno-omit-frame-pointer \ - -o libhl2hake.so \ - src/hl2h.cpp src/modules.cpp src/cinput.cpp src/netvars.cpp src/menu.cpp src/gui.cpp src/esp.cpp src/server.cpp src/bones.cpp src/vischeck.cpp src/world.cpp src/studio.cpp \ - -ldl -Wl,--no-undefined -file libhl2hake.so +# The build is defined in Makefile. This wrapper exists only so the old +# ./build.sh invocation (and the docs that mention it) keep working. +# +# ./build.sh -> make +# DEBUG=1 ./build.sh -> make debug +if [ "${DEBUG:-0}" = "1" ]; then + exec make --no-print-directory debug "$@" +fi +exec make --no-print-directory "$@" -- cgit v1.2.3