PLH / 03 / SVlua
Division2.
The collection’s deepest native product: a searchable feature graph spanning weapon behavior, targeting, movement, cameras, world intelligence, and complete visual customization.
SVLUA / Declarative native feature graphComplete feature map
A large toolkit that still feels organized.
Every feature, setting, dependency, keybind, summary, search term, reset, persistence rule, and diagnostic is declared through one feature registry.
Feature directory / SVlua
The entire game loop, indexed.
This is a condensed map of the active registry. Controls marked unavailable by the current runtime remain visibly disabled rather than pretending to work.
Complete fire control
Per-system weapon behavior with explicit scaling, restoration, validation, and output gates.
- Recoil control
Adjusts recoil through a dedicated scale instead of bundling it into aim behavior.
independent output - Reload duration
Enables reload timing control with a separate duration setting.
timing control - No spread
Removes weapon spread through its own feature gate.
weapon state - No stagger
Controls the recovered stagger response independently.
combat state - RPM override
Sets a requested rounds-per-minute value with explicit enable and value controls.
rate control - Auto fire
Provides automatic fire output as a separately toggled feature.
dedicated hotkey - Rapid fire
Maintains an independent rapid-fire path and binding.
separate gate - Bullet stack
Configures projectile count and exposes a one-shot apply action.
count + action - Infinite ammo
Controls ammunition state behind its own feature request.
ammo gate - Nemesis validation
Includes a direct action to check the weapon-specific Nemesis state.
live diagnostic - Aura action
Runs the recovered aura behavior once rather than hiding it in a continuous toggle.
one-shot action - State restoration
Mutating weapon systems are expected to restore captured values during disable and shutdown.
lifecycle contract
Aimbot and silent aim
Two distinct targeting paths share filters but retain their own acquisition, placement, accuracy, and activation controls.
- Silent aim
Dedicated master control with its own target radius and output policy.
separate system - Ignore radius
Optionally bypasses the configured silent-aim target radius.
acquisition override - Ignore visibility
Exposes the recovered magic-bullet visibility override explicitly.
advanced policy - Radius circle
Can render the silent-aim acquisition guide on screen.
visual feedback - Hit chance
Enables percentage-controlled output accuracy.
0–100% - Randomized aim point
Randomizes placement with a separate head-chance percentage.
placement policy - Weakpoint preference
Promotes resolved weakpoints in the shared target policy.
priority filter - Traditional aimbot
Dedicated activation key, radius, smoothness, and visible-target policy.
camera path - Available-joint fallback
Can move to another available joint when the primary point is obstructed.
bone fallback - Spinbot selection
Exposes the recovered spinbot selection policy and binding separately.
advanced target mode - Retained target lock
Configures lock enable, release-on-key-up, and maximum duration.
3 lock controls - Multi-target policy
Sets maximum targets, bullets per target, and crosshair-distance ordering.
3 distribution controls - Entity exclusions
Separately excludes downed actors, NPCs, gadgets, whitelisted actors, and friendlies.
5 filters - Blacklist-only mode
Restricts targeting to entries explicitly marked in the blacklist.
social policy - Priority ordering
Can prefer players, living actors, and blacklisted targets independently.
3 priorities - Shared target line
Optional line displays the currently selected aimbot target.
selection feedback
Six speeds, three cameras
Movement presets and camera systems each expose activation, sensitivity, recovery, and dedicated bindings.
- Speed master
Enables the movement subsystem with a dedicated toggle key.
main control - Fixed speed
Applies one explicit speed multiplier through an independent override.
constant profile - Six keyed presets
Each slot has its own enable state, hotkey, and multiplier.
18 controls - Anti kick
Recovered runtime helper with its own feature gate and diagnostic ownership.
movement runtime - Anti FPS limiter
Independent helper for the recovered frame-limiter behavior.
runtime helper - Third-person FOV
Configures the third-person camera field of view.
separate lens - First-person FOV
Configures the first-person lens independently.
separate lens - FOV apply and restore
One-shot actions apply selected values or restore the captured camera state.
recovery actions - FOV probe
Runs a direct update test for current runtime compatibility.
live validation - First-person camera
Enables first-person view with X, Y, and Z offset controls.
3-axis placement - Detached camera
Provides spectate, player-input freeze, FOV, move sensitivity, and rotate sensitivity.
free camera - Six-axis movement keys
Forward, backward, left, right, up, and down bindings move the detached camera.
6 bindings - Look and reset keys
Four rotation bindings plus a direct reset action restore camera placement.
5 bindings - Clean camera reset
Explicit reset action prevents a detached view from becoming a one-way state.
recovery first
Players, NPCs, gadgets
Each entity family owns a complete rendering profile rather than inheriting one global visual preset.
- Entity overlay master
Controls the full player, NPC, gadget, loot, and world-object display stack.
visual root - Player boxes
Independent box rendering for player actors.
shape - Player skeletons
Independent skeletal rendering for players.
pose - Player snaplines
Independent player direction lines with configurable top-origin behavior.
direction - Player information
Names, distance, health, and armor each have separate controls.
4 fields - Player inclusion
Friendly and dead players can be included or excluded separately.
2 filters - NPC shape
Boxes, skeletons, and snaplines are independent for NPC actors.
3 layers - NPC information
Names, distance, health, and armor are independently selectable.
4 fields - Friendly NPCs
Friendly NPC inclusion is its own rule.
entity filter - Gadget shape
Boxes, skeletons, and snaplines can be configured for gadgets.
3 layers - Gadget information
Names, distance, health, and armor remain separate.
4 fields - Weakpoint rendering
Includes resolved weakpoints as a dedicated advanced layer.
combat detail - Health and armor stacking
Players, NPCs, and gadgets each control whether bars are stacked.
3 layout rules - Whitelist and blacklist filters
Can exclude whitelisted entries or render only blacklisted players.
social filters - Detached player window
Separate window can include NPCs and gadgets with its own alpha.
secondary view - Dynamic detached colors
Rows can use current entity state instead of a static table palette.
state aware
Beyond the viewport
Radar, off-screen arrows, crosshair, FPS, and feature-state HUD each have their own display controls.
- Radar master
World-range and on-screen radius are configured independently.
2 scale controls - Radar placement
X and Y position plus background opacity define the panel footprint.
3 layout controls - Radar entity filters
Players, NPCs, and gadgets can appear independently.
3 categories - Radar names
Player, NPC, and gadget names are separate advanced label toggles.
3 label controls - Radar color animation
Configures the color animation speed without coupling it to other RGB layers.
visual timing - Off-screen arrows
Arrow size and distance from center define the edge indicator layout.
2 geometry controls - Arrow categories
Players, NPCs, and gadgets can be enabled independently.
3 filters - Arrow labels
Names and world distance are optional fields.
2 metadata fields - Crosshair
Adjustable scale and optional animated color.
2 controls - FPS counter
Dedicated enable and screen-position selection.
HUD utility - Feature HUD
Shows active features and optional keybinds with alpha and X/Y placement controls.
5 HUD controls - Menu-safe output
Can suppress shooting while a menu is open and disable hotkeys during chat.
input hygiene
Loot, objects, environment
Rarity-aware display, nearest-first pickup, object interaction, sealed caches, weather, and time are managed in one world group.
- Loot ESP
Displays world loot with adjustable text scale and rarity selection.
rarity aware - World-loot props
Dedicated display and range for loot-bearing world objects.
object class - Collectibles
Dedicated display and range for collectible objects.
object class - Interactable props
Dedicated display and range for general interactive objects.
object class - Auto loot
Nearest-first pickup worker with configurable radius and pace.
1–250 m - Pickup rarity filter
Restricts automatic pickup to selected rarity flags.
multi-select - Unknown-item policy
Can include records whose rarity has not been decoded.
explicit unknowns - Automatic interactions
World loot, collectibles, and props each have an independent auto-interact toggle.
3 object policies - One-shot world actions
Direct actions pick up nearby loot or interact once with loot, props, or collectibles.
4 actions - Sealed caches
Automatically opens eligible caches when the live inventory chain resolves.
capability gated - Move-loot filters
Separate rarity filter, circle radius, line spacing, direction, mode, and spawn pattern.
advanced placement - Freeze weather
Keeps a recovered weather preset active with an explicit apply action.
preset + action - Freeze time
Keeps a selected 0–23 world hour active with an explicit apply action.
hour + action - Live worker status
Shows pickup state and nearby-candidate count directly in the interface.
observable automation
Every display state
Color, animation, visibility, social classification, rarity, and layout overrides are all registered settings.
- Custom box, skeleton, snapline
Each core geometry layer can use its own custom color.
3 overrides - RGB animation master
Animated color can be enabled for aimbot, arrows, boxes, health, names, skeletons, and snaplines.
7 RGB targets - Synchronized color
Optionally aligns animated phases across the enabled RGB targets.
timing sync - Core palette
Separate colors for aimbot, crosshair, armor, health, custom geometry, and weakpoints.
8 base colors - Friendly player palette
Separate visible and hidden colors for friendly players.
2 states - Rogue and blacklisted palette
Distinct visible/hidden combinations cover rogue, blacklisted, and blacklisted-rogue players.
6 states - Whitelist palette
Separate visible and hidden colors for whitelisted players.
2 states - NPC palette
Friendly, hostile, and whitelisted NPCs each have visible and hidden colors.
6 states - Gadget palette
Hostile and whitelisted gadgets each own visible and hidden colors.
4 states - World-object palette
Collectibles, interactables, and world loot receive distinct colors.
3 classes - Complete rarity palette
Black, grey, green, blue, purple, yellow, orange, vanity, gear set, exotic, immersion, and prototype.
12 rarities - Blacklist reason display
Can include the stored blacklist reason in entity labels and indicators.
2 display points
Search, profiles, recovery
The same registry drives the interface, persistence, hotkeys, reset behavior, summaries, availability, and diagnostics.
- Searchable feature graph
Feature names, descriptions, paths, keywords, groups, and summaries share one index.
single declaration - Complete profiles
Create, load, overwrite, and delete named configurations.
profile manager - Optimal and safe defaults
Maintains distinct recommended and conservative starting profiles.
2 baseline profiles - Save and reload
Explicit actions persist the full graph or reload it with schema-drift reporting.
maintenance actions - Reset defaults
Restores every registered setting through the same graph.
complete reset - Copy changed values
Exports a shareable path-value diff instead of a full opaque file.
config diff - Clean unload
Disables hooks and requests an orderly native unload from the interface.
lifecycle action - Motion scale
Scales all interface animation down to zero for immediate transitions.
0–100% - Contextual availability
Unresolved capabilities show a precise unavailable reason instead of an enabled dead control.
capability gates - Combat bindings
Dedicated keys for aimbot, silent aim, auto fire, rapid fire, and spinbot.
5 bindings - Target filter bindings
Dedicated keys for downed, gadget, NPC, whitelist, blacklist, and weakpoint policies.
6 bindings - World bindings
Auto deconstruct, donate junk, collectibles, props, loot, cache, pickup, and move-loot actions.
8 bindings - System bindings
Menu, auto revive, start script, and insert-node controls.
4 bindings - Per-subsystem diagnostics
Every game-facing worker exposes current state and precise exceptions.
operational visibility
Engineering signal
Declared once. Verified everywhere.
The active C++20 feature graph supplies the UI, persistence, search, keybinds, reset behavior, summaries, availability gates, and diagnostics.
Private access
The deepest product. Still only ten users.
Access remains manual and intentionally scarce. No public checkout and no pricing display.