Storm/Process_Movement.hpp
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

22 lines
771 B
C++

void* Original_Process_Movement_Caller;
void __thiscall Redirected_Process_Movement(void* Unknown_Parameter, void* Player, void* Move_Data)
{
if (*(__int32*)((unsigned __int32)Player + 5324) < 0)
{
*(__int32*)((unsigned __int32)Move_Data + 36) &= ~1564;
*(__int32*)((unsigned __int32)Move_Data + 36) |= 4 * *(__int8*)((unsigned __int32)Player + 4636);
*(double*)((unsigned __int32)Move_Data + 44) = 0;
}
(decltype(&Redirected_Process_Movement)(Original_Process_Movement_Caller))(Unknown_Parameter, Player, Move_Data);
void* Ability = *(void**)((unsigned __int32)Client_Module + 7644532 + (((*(unsigned __int32*)((unsigned __int32)Player + 7892) & 4095) - 4097) << 4));
if (Ability != nullptr)
{
*(float*)((unsigned __int32)Ability + 1636) = 0.f;
}
}