From 074e315c8550712dce0c7b530a90eee6aca29e63 Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 23:26:53 +0100 Subject: Add grenade trajectory, RPG armour priority, empty chargers, mega gravity gun - Projectiles gets a "Grenade trajectory" toggle. While a frag grenade is held, simulate the weapon_frag throw (1200 u/s forward + 120 z, player velocity, gravity 600) and trace each step with a new trace_solid_segment(); reflect on impact, stop on a slow upward-normal hit, and draw the path, landing cross and a 300-unit blast ring. Verified on :99 (arcs, bounces off the tunnel wall, lands). - With the RPG equipped, armoured NPCs (striders, gunships, dropships, hunter-choppers) sort before normal enemies during target acquisition. Added helicopter/chopper to the ARMORED model list. - Empty health/suit chargers are hidden: read m_iJuice from the server datamap (0 = depleted, -1 = unreadable/fail open). - The citadel supercharged gravity gun (d3_citadel_03, d3_citadel_04, d3_breen_01 via IVEngineClient::GetLevelName) is treated as a normal weapon, so the melee aimbot no longer restricts it to VULNERABLE NPCs. --- src/gui.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/gui.cpp') diff --git a/src/gui.cpp b/src/gui.cpp index fe82762..454e2cb 100644 --- a/src/gui.cpp +++ b/src/gui.cpp @@ -454,6 +454,9 @@ static void build_cards() { &g_proj_fuse); add_toggle(proj, "Blast radius", "Draw the projectile's damage radius on the ground.", &g_proj_radius); + add_toggle(proj, "Grenade trajectory", + "Predict the frag grenade path, bounces and landing point.", + &g_proj_traj); int chams = add_card(2, &g_chams, "Chams", "Per-relationship model colours.", true); -- cgit v1.2.3