Commit Graph

29 Commits

Author SHA1 Message Date
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
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
bc24cea3b5 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)
2024-10-28 10:33:10 +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
58cd042e46 typo: shouldn't use raw id 2024-10-15 02:38:32 +03:00
explorer
91e0f1e238 Update README.md 2024-10-15 01:38:36 +03:00
explorer
60192c7dfb satisfied 2024-10-15 01:32:36 +03:00
explorer
f0e7cf6300 latching workaround 2024-10-14 04:52:51 +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
9e8f4ae26e mindamage (details are in comments) 2024-10-09 07:00:21 +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
explorer
44738da337 Commit 2024-04-03 22:17:09 +03:00
qwertyuiop3
aab203e873
Create README.md 2023-12-25 05:02:36 +03:00