- modularize render code
- modularize main init code
- efficiency improvements such as:
- not reading out local player both in the entity list and by itself (get by index)
- don't have to get the array of entity base addresses every frame probably
- checking for valid or paged out values in the batcher (idk if this is necessary)
- use get player index to get player from entity list instead of using the localplayer address func
- make aimbot continue spray control for a bit after enemies die when there is no new enemy
- tried this and broke aimbot. TODO: FIX AIMBOT
- pattern scanning CHECK
- other internal features / future proofing
- convar manager
- netvar manager CHECK
- interface manager
- BSP parsing vischeck tracing
- aimbot
- reoil recorder for more legit looking recoil
- humanized smoothing (possibly on the teensy with a LUT)
- bloop when entity in front of crosshair?
- config system
- weapon based config
- add stuff like is max movespeed for trigger to config per weapon
- flashed check // bspotted mask may already account for this