From b37e1f6892895e438aa7974e1144a6269d94e4aa Mon Sep 17 00:00:00 2001 From: salmonik Date: Mon, 26 Oct 2026 17:16:35 +0100 Subject: Aimbot v3: world-only vischeck - resolve EngineTraceClient003; TraceRay (slot 4) from the eye to the exact selected hitbox/bone point with MASK_VISIBLE - TRACE_WORLD_ONLY filter as requested (static props are not tested, per SDK) - Aimbot -> Vischeck toggle, persisted as vischeck=1; when on, blocked targets are skipped and the next-nearest candidate is tried - target candidates are ranked by angle; on each target the nearest visible selected hitbox point wins --- src/hl2h.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/hl2h.h') diff --git a/src/hl2h.h b/src/hl2h.h index 13af3d2..98d93f4 100644 --- a/src/hl2h.h +++ b/src/hl2h.h @@ -51,6 +51,7 @@ struct GameInterfaces { void *modelinfo = nullptr; // IVModelInfoClient006 (model index -> model name) void *engineserver = nullptr; // IVEngineServer021 (edict access, incl. server entities) void *debugoverlay = nullptr; // IVDebugOverlay003 (engine-accurate world->screen) + void *enginetrace = nullptr; // EngineTraceClient003 (world vischeck) }; extern GameInterfaces g_iface; @@ -168,11 +169,13 @@ bool esp_option(int opt); bool bhop_autostrafe_enabled(); unsigned aimbot_bone_mask(); int aimbot_smooth_step(); +bool aimbot_vischeck_enabled(); void *entitylist_get(int idx); int engine_get_local_player(); void draw_text_col(int x, int y, const char *s, int r, int g, int b); void esp_draw(); bool world_to_screen(const Vector &w, float &sx, float &sy); +bool is_visible(const Vector &eye, const Vector &point); // bones.cpp — client-side animated skeleton / hitbox access (see there) bool bones_update(int idx, void *ent); -- cgit v1.2.3