Commit Graph

12 Commits

Author SHA1 Message Date
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
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
68cc187ac7 remove addon restriction
if it doesn't works, probably because i've used magic offset (94)
2024-10-28 12:54:37 +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
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
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
932f00bf0e almost finished 2024-10-06 22:45:39 +03:00
explorer
44738da337 Commit 2024-04-03 22:17:09 +03:00