Commit Graph

29 Commits

Author SHA1 Message Date
explorer
0381620f7d prediction, autoshove
fix undefined timing correction;
add shove timing condition;
adjust chainsaw shoving logic.
2024-12-14 07:56:48 +03:00
explorer
309a0f2c27 respect Penetrate_Teammates; guaranteed +use 2024-12-13 13:53:38 +03:00
explorer
6026914241 better *::Holster detection
m_flTimeAttackQueued is hack to get reload unaffected m_flNextAttack

there are probably false periods before m_flNextSecondaryAttack for Get_Target_Time which isn't critical (with Target_On_Simulation 0) but should be solved eventually
2024-12-12 07:54:57 +03:00
explorer
9efc44f17e autoshove during unholstering, use m_Gender instead of m_survivorCharacter
valve uses translator based on s_iSurvivorSet for m_survivorCharacter which is avoidable using m_Gender but potentially unsafe (on modded servers)
2024-12-11 06:54:07 +03:00
explorer
02e94e451c m_bInReload check for shotguns, predicted Sequence_Shift
they're using queued attacks.
2024-12-09 06:14:20 +03:00
explorer
5d9ab0c46b respect Interpolate_Extra_Commands 2024-12-08 03:59:45 +03:00
explorer
485ff54642 extend interpolation history; events ordering
intentionally was kept until "something" along with watermark inside of datamap lol

jitters in certain scenarios due to interpolation history not being filled which doesn't bothers anyone (probably) so i've removed "fading"
2024-12-06 03:11:27 +03:00
explorer
82e3a8fd55 nothing 2024-11-09 17:36:57 +03:00
explorer
bdf8f51f29 nothing
merged from seg
2024-11-09 15:31:28 +03:00
explorer
e462dff4f5 revert to old approach
i've got problem with imagination regarding reliable method of relative correction on networking errors so old approach is preferable for moment

currently focusing on gmod-x64 fork of segregation so probably won't update l4d2 for period of time

[^\S\r\n]+(?=\r?$)
2024-11-05 18:11:13 +03:00
explorer
2dc81b9839 adjust special infected shotgun scaling
also explicitly specifying value type seems to be good practice to prevent unintended fraction down-rounding (just what've happened in paint.hpp with color 128 -> 127)
also remove scope check i've competely forgot about in draw_crosshair.hpp
2024-11-01 16:43:34 +03:00
explorer
6554d9e04e CTerrorPlayer::IsInvulnerable embryo
i'll get rid of server's timer eventually

also there's bug (i'll take look on later) of "correction accumulation" on tickbase when server is paused which causes memory corruption
2024-10-31 13:33:26 +03:00
explorer
5a7e62dd6f prevent buffer underrun on ack build-up 2024-10-26 16:13:36 +03:00
explorer
5420ace13d normalize action value for xor testing 2024-10-25 08:39:34 +03:00
explorer
08820dca32 game update, cwitch::getglowcolor 2024-10-25 08:12:24 +03:00
explorer
338a781f22 prediction redesignment (details in description)
my plan to use constant buffering to instantize actions (as healing, reviving) turned out ill-fated:
- many things are using server relative timing: rock stuns, lagcompensation and many of interactables (they're all getting delayed by 150*(1/30) seconds)
- there's always undefined behaviour no matter whether i'm constantly buffering or periodically
- implementing logic that prevents buffering on when you're about to get hit by rock or to use something would adjust weapon timings (they're all getting delayed by 150*(1/30) seconds)
thus i've removed some of things i've worked on (as exploits, viewmodel timing correction)

mostly same thing about extra commands up to 21 while exploiting (my old trick doesn't works anymore): it's either undefined behaviour or feature cuttage

but on good note:
- prediction got hardened against timing fluctations
- prediction now respects network timing updates
- speedhacking issued undefined behaviour is significantly mitigated (not completely but i'd prefer to not bloat my code over such rare cases)

i'll be working on features from now, here's potential list (anything that involves guessing is very low priority):
rock prediction (involves guessing, it's not lagcompensated)
tongue cutter (involves guessing)
tongue aimbot/triggerbot (i've actually forgot to adjust lagcompensation for it but i'm not playing versus anyway)
animation cycles prediction (involves guessing, u-rates are synced already so it's just about latency adjustments now)
minigun aimbot (i'd like to work on it but just one thing that it's angle is limited thus impossibility to compensate spread accurately ruins it for me)
visual improvements (such as visually removing m_duckUntilOnGround)
2024-10-24 12:39:44 +03:00
explorer
f26e099d55 some more progress on prediction redesignment
don't have much time today. postponing cl_sendmove for tomorrow
2024-10-22 07:00:10 +03:00
explorer
924e32b297 some progress on prediction redesignment 2024-10-21 06:13:28 +03:00
explorer
cd2b23d069 ensure CPredictionCopy contains correct value for given frame
water? maybe. +20 is to be removed anyway
2024-10-19 03:42:23 +03:00
explorer
83ad090b63 overlook (binaries are not affected) 2024-10-18 05:45:58 +03:00
explorer
d9bf5dea6d overlook (binaries not affected) 2024-10-18 04:07:32 +03:00
explorer
2028a2886b bug fixes, logic fixes 2024-10-18 01:46:40 +03:00
explorer
1af4705b49 instant heal (prototype), minor logic fixes
instant revive, rapidfire or anything timer based uses same logic
2024-10-17 05:02:19 +03:00
explorer
d174b651c9 infinite charger (https://imgur.com/WXCNAdt) 2024-10-16 04:08:17 +03:00
explorer
60192c7dfb satisfied 2024-10-15 01:32:36 +03:00
explorer
319fed21a4 autoshove logic (on reload) 2024-10-13 05:42:41 +03:00
explorer
3dab45c4aa shotgun seeds (dumped from aw. noop), mindamage (almost) 2024-10-12 05:19:00 +03:00
explorer
c068afb171 optional intersection testing. mindamage is next 2024-10-08 04:41:25 +03:00
explorer
932f00bf0e almost finished 2024-10-06 22:45:39 +03:00