When it hit it hit.
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Автор темы
- #1
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Credits to uc :
all this public info
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-Detecting and avoiding fake flicks/ shift anti aims.
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all this public info
C++:
void lag_compensation::Overwrite_tick(Target* target, Record* overwrite_record, Player* player, QAngle angles, float_t correct_time)
{
int idx = player->EntIndex();
auto& lag_records = target->lag_record;
overwrite_record->save_data(player);
overwrite_record->m_eye_angles = angles;
overwrite_record->m_simulation_time = correct_time;
lag_records.emplace_back(overwrite_record);
}
usage example :
//Run this on resolver or where you want
//Rn this after checking if lby has been updated
if (IsVldTck(TIME_TO_TICKS(his simtime - his animtime))
{
g_lag_compensation.Overwrite_tick(args, args, args, QAngle(pitch, yaw, roll), (simtime - animtime));
g_globals.m_log_angle[player->EntIndex()] = "LBY [ 3 ]"; // valid tick/record found backtrack it
g_resolver.save_data(player);
g_ragebot.save_data(player);
}
-Detecting and avoiding fake flicks/ shift anti aims.
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