Исходник Engine prediction for your weave past

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C++:
 void CEnginePrediction::Start(CUserCmd* cmd, IBasePlayer* local) {

    if (!local)
        return;

    // runcommand is only called on frames, when ur framerate dips, ur cmds wont be predicted (in time), so lots of things like desync etc fuck up
    // by simply forcing prediction on our cmds in CM, we circumvent all problems caused by this flawed setup where prediction is based on framerate
    interfaces.prediction->Update(csgo->client_state->iDeltaTick, true, csgo->client_state->nLastCommandAck,csgo->client_state->nLastOutgoingCommand + csgo->client_state->iChokedCommands);

    // random_seed isn't generated in ClientMode::CreateMove yet, we must generate it ourselves
    if (!prediction_random_seed)
        prediction_random_seed = *reinterpret_cast <int**> (csgo->Utils.FindPatternIDA(GetModuleHandleA(g_Modules[fnv::hash(hs::client_dll::s().c_str())].c_str()),hs::randomseed::s().c_str()) + 0x1);

    // backup globals.
    old_vars.curtime = interfaces.global_vars->curtime;
    old_vars.frametime = interfaces.global_vars->frametime;
    old_vars.tickcount = interfaces.global_vars->tickcount;

    // backup prediction states
    old_vars.m_in_prediction = interfaces.prediction->bInPrediction;
    old_vars.m_first_time_predicted = interfaces.prediction->bIsFirstTimePredicted;

    // set corrected values
    interfaces.global_vars->curtime = TICKS_TO_TIME(GetTickbase(cmd, local));
    interfaces.global_vars->frametime = interfaces.prediction->bEnginePaused ? 0.f : interfaces.global_vars->interval_per_tick;
    interfaces.global_vars->tickcount = TIME_TO_TICKS(interfaces.global_vars->curtime);

    interfaces.prediction->bInPrediction = true;
    interfaces.prediction->bIsFirstTimePredicted = false;

    *reinterpret_cast<CUserCmd**>(reinterpret_cast<uintptr_t>(local) + 0x3288) = cmd;

    if (!prediction_player)
        prediction_player = *reinterpret_cast <int**> (csgo->Utils.FindPatternIDA(GetModuleHandleA(g_Modules[fnv::hash(hs::client_dll::s().c_str())].c_str()),hs::player_sig::s().c_str()) + 0x2);

    auto buttons_forced = *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(local) + 0x3334);
    auto buttons_disabled = *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(local) + 0x3330);

    cmd->buttons |= buttons_forced;
    cmd->buttons &= ~buttons_disabled;

    //weapon predict
    if (cmd->weaponselect) {
        auto weapon = reinterpret_cast<IBaseCombatWeapon*>(interfaces.ent_list->GetClientEntity(cmd->weaponselect));
        if (weapon) {
            auto weapon_data = weapon->GetCSWpnData();
            weapon_data ? local->SelectItem(weapon_data->m_szWeaponName, cmd->weaponsubtype) : 0;
        }
    }

    if (cmd->impulse)
        *local->GetImpulse() = cmd->impulse;

    auto buttons = cmd->buttons;
    auto buttons_changed = buttons ^ *local->GetButtons();

    // sync m_afButtonLast
    local->GetButtonLast() = *local->GetButtons();

    // syn m_nButtons
    *local->GetButtons() = buttons;

    // sync m_afButtonPressed
    local->GetButtonPressed() = buttons_changed & buttons;

    // sync m_afButtonReleased
    local->GetButtonReleased() = buttons_changed & ~buttons;

    // check if the player is standing on a moving entity and adjusts velocity and basevelocity appropriately
    interfaces.prediction->CheckMovingGround(local, interfaces.global_vars->frametime);

    // copy angles from command to player
    local->SetLocalViewAngles(cmd->viewangles);

    if (local->PhysicsRunThink(0)) //0 THINK_FIRE_ALL_FUNCTIONS
        local->PreThink();

    // run think
    if (local->GetNextThinkTick() > 0 && *local->GetNextThinkTick() <= GetTickbase(cmd, local))
    {
        *local->GetNextThinkTick() = -1;
        local->UnkFunc();
        local->Think();
    }

    // set target player ( host ).
    interfaces.move_helper->SetHost(local);
    interfaces.game_movement->StartTrackPredictionErrors(local);

    // setup move
    memset(&data, 0, sizeof(data));
    interfaces.prediction->SetupMove(local, cmd, interfaces.move_helper, &data);
    interfaces.game_movement->ProcessMovement(local, &data);

    // finish move
    interfaces.prediction->FinishMove(local, cmd, &data);
    interfaces.move_helper->ProcessImpacts();

    // run post think
    post_think(local);

    // restore prediction states
    interfaces.prediction->bInPrediction = old_vars.m_in_prediction;
    interfaces.prediction->bIsFirstTimePredicted = old_vars.m_first_time_predicted;
}

void CEnginePrediction::Finish(IBasePlayer* local) {
    if (!local)
        return;

    interfaces.game_movement->FinishTrackPredictionErrors(local);
    // reset host player
    interfaces.move_helper->SetHost(nullptr);

    interfaces.game_movement->Reset();

    *prediction_random_seed = -1;
    *prediction_player = 0;

    //restore globals
    interfaces.global_vars->curtime = old_vars.curtime;
    interfaces.global_vars->frametime = old_vars.frametime;
    interfaces.global_vars->tickcount = old_vars.tickcount;//why wernt u restroing tick count before -_-

    !interfaces.prediction->bEnginePaused&& interfaces.global_vars->frametime ? local->GetTickBasePtr()++ : 0;
}
//fixing tickbase this way is -_-
//we fix tickbase in our prediction so we can just use fixed curtime and the fix curtime help with other shit
int CEnginePrediction::GetTickbase(CUserCmd* pCmd, IBasePlayer* pLocal)
{
    static int iTick = 0;
    static CUserCmd* pLastCmd = nullptr;

    if (pCmd != nullptr)
    {
        // if command was not predicted - increment tickbase
        if (pLastCmd == nullptr || pLastCmd->hasbeenpredicted)
            iTick = pLocal->GetTickBase();
        else
            iTick++;

        pLastCmd = pCmd;
    }

    return iTick;
}
in your .h
C++:
#pragma once
#include "hooks.h"

class CEnginePrediction : public Singleton<CEnginePrediction>
{
public:
    void Start(CUserCmd* cmd, IBasePlayer* local);
    void Finish(IBasePlayer* local);

    int GetTickbase(CUserCmd* pCmd, IBasePlayer* pLocal);

    backup backup_data;
private:
    CMoveData data;
    CUserCmd* last_cmd{};
    int32_t tick_base{};
    struct {
        float curtime, frametime;
        int tickcount, tickbase;
        bool m_in_prediction, m_first_time_predicted;
    }old_vars;
    int* prediction_random_seed = nullptr;
    int* prediction_player = nullptr;
};
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
 void CEnginePrediction::Start(CUserCmd* cmd, IBasePlayer* local) {

    if (!local)
        return;

    // runcommand is only called on frames, when ur framerate dips, ur cmds wont be predicted (in time), so lots of things like desync etc fuck up
    // by simply forcing prediction on our cmds in CM, we circumvent all problems caused by this flawed setup where prediction is based on framerate
    interfaces.prediction->Update(csgo->client_state->iDeltaTick, true, csgo->client_state->nLastCommandAck,csgo->client_state->nLastOutgoingCommand + csgo->client_state->iChokedCommands);

    // random_seed isn't generated in ClientMode::CreateMove yet, we must generate it ourselves
    if (!prediction_random_seed)
        prediction_random_seed = *reinterpret_cast <int**> (csgo->Utils.FindPatternIDA(GetModuleHandleA(g_Modules[fnv::hash(hs::client_dll::s().c_str())].c_str()),hs::randomseed::s().c_str()) + 0x1);

    // backup globals.
    old_vars.curtime = interfaces.global_vars->curtime;
    old_vars.frametime = interfaces.global_vars->frametime;
    old_vars.tickcount = interfaces.global_vars->tickcount;

    // backup prediction states
    old_vars.m_in_prediction = interfaces.prediction->bInPrediction;
    old_vars.m_first_time_predicted = interfaces.prediction->bIsFirstTimePredicted;

    // set corrected values
    interfaces.global_vars->curtime = TICKS_TO_TIME(GetTickbase(cmd, local));
    interfaces.global_vars->frametime = interfaces.prediction->bEnginePaused ? 0.f : interfaces.global_vars->interval_per_tick;
    interfaces.global_vars->tickcount = TIME_TO_TICKS(interfaces.global_vars->curtime);

    interfaces.prediction->bInPrediction = true;
    interfaces.prediction->bIsFirstTimePredicted = false;

    *reinterpret_cast<CUserCmd**>(reinterpret_cast<uintptr_t>(local) + 0x3288) = cmd;

    if (!prediction_player)
        prediction_player = *reinterpret_cast <int**> (csgo->Utils.FindPatternIDA(GetModuleHandleA(g_Modules[fnv::hash(hs::client_dll::s().c_str())].c_str()),hs::player_sig::s().c_str()) + 0x2);

    auto buttons_forced = *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(local) + 0x3334);
    auto buttons_disabled = *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(local) + 0x3330);

    cmd->buttons |= buttons_forced;
    cmd->buttons &= ~buttons_disabled;

    //weapon predict
    if (cmd->weaponselect) {
        auto weapon = reinterpret_cast<IBaseCombatWeapon*>(interfaces.ent_list->GetClientEntity(cmd->weaponselect));
        if (weapon) {
            auto weapon_data = weapon->GetCSWpnData();
            weapon_data ? local->SelectItem(weapon_data->m_szWeaponName, cmd->weaponsubtype) : 0;
        }
    }

    if (cmd->impulse)
        *local->GetImpulse() = cmd->impulse;

    auto buttons = cmd->buttons;
    auto buttons_changed = buttons ^ *local->GetButtons();

    // sync m_afButtonLast
    local->GetButtonLast() = *local->GetButtons();

    // syn m_nButtons
    *local->GetButtons() = buttons;

    // sync m_afButtonPressed
    local->GetButtonPressed() = buttons_changed & buttons;

    // sync m_afButtonReleased
    local->GetButtonReleased() = buttons_changed & ~buttons;

    // check if the player is standing on a moving entity and adjusts velocity and basevelocity appropriately
    interfaces.prediction->CheckMovingGround(local, interfaces.global_vars->frametime);

    // copy angles from command to player
    local->SetLocalViewAngles(cmd->viewangles);

    if (local->PhysicsRunThink(0)) //0 THINK_FIRE_ALL_FUNCTIONS
        local->PreThink();

    // run think
    if (local->GetNextThinkTick() > 0 && *local->GetNextThinkTick() <= GetTickbase(cmd, local))
    {
        *local->GetNextThinkTick() = -1;
        local->UnkFunc();
        local->Think();
    }

    // set target player ( host ).
    interfaces.move_helper->SetHost(local);
    interfaces.game_movement->StartTrackPredictionErrors(local);

    // setup move
    memset(&data, 0, sizeof(data));
    interfaces.prediction->SetupMove(local, cmd, interfaces.move_helper, &data);
    interfaces.game_movement->ProcessMovement(local, &data);

    // finish move
    interfaces.prediction->FinishMove(local, cmd, &data);
    interfaces.move_helper->ProcessImpacts();

    // run post think
    post_think(local);

    // restore prediction states
    interfaces.prediction->bInPrediction = old_vars.m_in_prediction;
    interfaces.prediction->bIsFirstTimePredicted = old_vars.m_first_time_predicted;
}

void CEnginePrediction::Finish(IBasePlayer* local) {
    if (!local)
        return;

    interfaces.game_movement->FinishTrackPredictionErrors(local);
    // reset host player
    interfaces.move_helper->SetHost(nullptr);

    interfaces.game_movement->Reset();

    *prediction_random_seed = -1;
    *prediction_player = 0;

    //restore globals
    interfaces.global_vars->curtime = old_vars.curtime;
    interfaces.global_vars->frametime = old_vars.frametime;
    interfaces.global_vars->tickcount = old_vars.tickcount;//why wernt u restroing tick count before -_-

    !interfaces.prediction->bEnginePaused&& interfaces.global_vars->frametime ? local->GetTickBasePtr()++ : 0;
}
//fixing tickbase this way is -_-
//we fix tickbase in our prediction so we can just use fixed curtime and the fix curtime help with other shit
int CEnginePrediction::GetTickbase(CUserCmd* pCmd, IBasePlayer* pLocal)
{
    static int iTick = 0;
    static CUserCmd* pLastCmd = nullptr;

    if (pCmd != nullptr)
    {
        // if command was not predicted - increment tickbase
        if (pLastCmd == nullptr || pLastCmd->hasbeenpredicted)
            iTick = pLocal->GetTickBase();
        else
            iTick++;

        pLastCmd = pCmd;
    }

    return iTick;
}
in your .h
C++:
#pragma once
#include "hooks.h"

class CEnginePrediction : public Singleton<CEnginePrediction>
{
public:
    void Start(CUserCmd* cmd, IBasePlayer* local);
    void Finish(IBasePlayer* local);

    int GetTickbase(CUserCmd* pCmd, IBasePlayer* pLocal);

    backup backup_data;
private:
    CMoveData data;
    CUserCmd* last_cmd{};
    int32_t tick_base{};
    struct {
        float curtime, frametime;
        int tickcount, tickbase;
        bool m_in_prediction, m_first_time_predicted;
    }old_vars;
    int* prediction_random_seed = nullptr;
    int* prediction_player = nullptr;
};
shit crashes
 
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