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eliminate m_flStamina induced errors as spitter
for whatever reason m_flStamina inside of C_SpitAbility::UpdateAbility gets pinned at 3000.f (extreme latency concern? or just typo) which in result softlocks C_TerrorPlayer::IsImmobilized for moment ability is updated it does seems as logic remnant before buffering of 1000.f got implemented (C_TerrorPlayer::IsImmobilized tests for >2000.f) which is needed to keep m_flStamina predicted rather than networked... applying same logic but once solves problem hopefully i'm not breaking things by omitting m_zombieClass lol on side note i've thought about adding infinite spit but unfortunately projectiles are using timer-based acceleration revert: prevent buffer underrun on ack build-up (only for css)
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@ -68,8 +68,6 @@ struct Prediction_Descriptor_Structure
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void* Original_Post_Network_Data_Received_Caller;
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void __thiscall Redirected_Post_Network_Data_Received(void* Unknown_Parameter, __int32 Commands_Acknowledged)
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{
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if (Commands_Acknowledged >= 0)
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{
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void* Local_Player = *(void**)((unsigned __int32)Client_Module + 7498712);
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@ -85,7 +83,6 @@ void __thiscall Redirected_Post_Network_Data_Received(void* Unknown_Parameter, _
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*(__int32*)((unsigned __int32)Local_Player + 5324) += Commands_Acknowledged - Commands_Acknowledged % 150;
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}
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}
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(decltype(&Redirected_Post_Network_Data_Received)(Original_Post_Network_Data_Received_Caller))(Unknown_Parameter, Commands_Acknowledged);
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}
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@ -12,4 +12,11 @@ void __thiscall Redirected_Process_Movement(void* Unknown_Parameter, void* Playe
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}
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(decltype(&Redirected_Process_Movement)(Original_Process_Movement_Caller))(Unknown_Parameter, Player, Move_Data);
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void* Ability = *(void**)((unsigned __int32)Client_Module + 7644532 + (((*(unsigned __int32*)((unsigned __int32)Player + 7892) & 4095) - 4097) << 4));
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if (Ability != nullptr)
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{
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*(float*)((unsigned __int32)Ability + 1636) = 0.f;
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}
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}
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