From 12fde50efc7e1f1d123f9fc34ffef53d4387de2d Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 13:53:45 +0100 Subject: Add ESP, aim, view and movement batch - ESP: alert state (IDLE/ALERT/COMBAT/SCRIPT), enemy weapon labels, hostile/ neutral/friendly colour pickers, off-screen direction arrows, and trigger_changelevel volumes with next/previous map labels. - Aim: silent aim reuses the Aimbot FOV, vischeck and bone settings; add optional aim-punch compensation for aimbot, silent aim, triggerbot and melee (server bullets add m_vecPunchAngle to the usercmd angles). - View: always-on Camera / display card with camera FOV (writes the client m_iDefaultFOV netvar), viewmodel FOV and monitor gamma (client cvars). - Movement: Jump assist card with auto crouch-jump and edge jump (point ground probe 0.12 s ahead). - Spread: Engine spread override toggle gates the direct RandomFloat zeroing; off leaves only the seed search. - Server: entity count/base/classname helpers, trigger_changelevel map name and world bounds via IServerUnknown/ICollideable. - Netvars: m_vecPunchAngle and m_iDefaultFOV. --- src/hl2h.h | 27 ++++++++++++++++++++++++--- 1 file changed, 24 insertions(+), 3 deletions(-) (limited to 'src/hl2h.h') diff --git a/src/hl2h.h b/src/hl2h.h index b7fc2f5..6b142c7 100644 --- a/src/hl2h.h +++ b/src/hl2h.h @@ -97,6 +97,8 @@ struct NetVars { int owner = -1; // client m_hOwnerEntity handle int weapon_owner = -1; // client m_hOwner handle (C_BaseCombatWeapon) int clr_render = -1; // client m_clrRender (entity render colour) + int punch = -1; // client m_vecPunchAngle (aim punch) + int default_fov = -1; // client m_iDefaultFOV (camera fov) // ponytail: mins/maxs may be absent from some HL2 netvar tables; esp.cpp falls back to h=72 bool ok() const { return flags >= 0 && velocity >= 0 && movetype >= 0; } // ponytail: m_iMaxHealth isn't a netvar in HL2 SP; esp.cpp falls back to 100. @@ -193,7 +195,10 @@ enum EspOption { ESP_OPT_SHOW_BOX = 5, ESP_OPT_SHOW_SPEEDGRAPH = 6, ESP_OPT_DAMAGE_TAGS = 7, - ESP_OPT_COUNT = 8 + ESP_OPT_ALERT = 8, + ESP_OPT_WEAPON = 9, + ESP_OPT_ARROWS = 10, + ESP_OPT_COUNT = 11 }; enum AimBone { AIM_BONE_HEAD = 0, @@ -237,7 +242,16 @@ extern int g_aim_smooth; extern bool g_aim_vischeck; extern int g_aim_fov; extern bool g_aim_fov_circle; -extern int g_silent_fov; +extern bool g_aim_punch; +extern bool g_spread_engine; +extern bool g_auto_crouchjump; +extern bool g_edge_jump; +extern int g_fov_camera; +extern int g_fov_viewmodel; +extern int g_gamma; +extern int g_esp_col_hostile[3]; +extern int g_esp_col_neutral[3]; +extern int g_esp_col_friendly[3]; extern bool g_esp_opt[ESP_OPT_COUNT]; const char *scancode_name(int sc); @@ -275,6 +289,11 @@ int server_npc_relation(int idx, int local_idx); bool server_npc_has_follow_target(int idx); int server_npc_state(int idx); int server_npc_takedamage(int idx); +int server_entity_count(); +void *server_entity_base(int idx); +const char *server_entity_classname(int idx); +bool server_trigger_info(int idx, char *map, size_t mapn, Vector &mins, + Vector &maxs); int server_npc_turret_flags(int idx); int server_model_index(void *base); void find_modules(); @@ -288,11 +307,12 @@ bool esp_option(int opt); bool bhop_autostrafe_enabled(); bool jumpbug_assist_enabled(); bool spread_no_spread_enabled(); +bool spread_engine_enabled(); +bool aim_punch_enabled(); unsigned aimbot_bone_mask(); int aimbot_smooth_step(); bool aimbot_vischeck_enabled(); int aimbot_fov(); -int silentaim_fov(); bool aimbot_fov_circle(); void aimbot_reset_lock(); void silentaim_reset_lock(); @@ -310,6 +330,7 @@ bool is_visible(const Vector &eye, const Vector &point, void *self = nullptr, void *target = nullptr); void *trace_entity(const Vector &start, const Vector &end, void *ignore); float ground_distance(const Vector &origin, void *ignore, float max_dist); +bool point_ground(const Vector &point, void *ignore); // bones.cpp — client-side animated skeleton / hitbox access (see there) bool bones_update(int idx, void *ent); -- cgit v1.2.3