From 1fa3b61163b233f6c8c6b86dfa196fb798a6f094 Mon Sep 17 00:00:00 2001 From: salmonik Date: Wed, 4 Nov 2026 12:39:45 +0100 Subject: ESP: classify NPC damage immunity/armour/vulnerability - Resolve server m_takedamage (DAMAGE_NO/DAMAGE_EVENTS_ONLY = immune). - Classify gunship/strider/dropship as ARMORED (OnTakeDamage only accepts DMG_BLAST; only the RPG passes), and headcrab/antlion/manhack as VULN (gravity gun / physics impact). - ESP draws ARMORED/VULN/IMMUNE tags above the name (new "Damage tags" toggle, [esp] dmg). - Aimbot, silent aim, triggerbot and melee skip immune targets and armoured targets unless the active weapon is the RPG. --- src/hl2h.h | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'src/hl2h.h') diff --git a/src/hl2h.h b/src/hl2h.h index 3ccf7b5..287563c 100644 --- a/src/hl2h.h +++ b/src/hl2h.h @@ -192,7 +192,8 @@ enum EspOption { ESP_OPT_SHOW_SKELETON = 4, ESP_OPT_SHOW_BOX = 5, ESP_OPT_SHOW_SPEEDGRAPH = 6, - ESP_OPT_COUNT = 7 + ESP_OPT_DAMAGE_TAGS = 7, + ESP_OPT_COUNT = 8 }; enum AimBone { AIM_BONE_HEAD = 0, @@ -273,6 +274,7 @@ int server_active_weapon(int idx); 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_npc_turret_flags(int idx); int server_model_index(void *base); void find_modules(); -- cgit v1.2.3