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C++ Selfleaking the best supremacy self code pasted by the best

Nickolas Blecha
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1 Янв 2018
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the title says it all
new d3d menu
actually recoded lagcomp (performs better than normal supremacy)
rebuilt game movement
fucked resolver
other shit that's probably pasted from somewhere
this source is really bad, i scrapped it a long time ago and haven't even touched it since LMFAO
i know theres a lot of shit for pasters to take though so hf
 
the title says it all
new d3d menu
actually recoded lagcomp (performs better than normal supremacy)
rebuilt game movement
fucked resolver
other shit that's probably pasted from somewhere
this source is really bad, i scrapped it a long time ago and haven't even touched it since LMFAO
i know theres a lot of shit for pasters to take though so hf
Скрытое содержимое
[4:19]the best supremacy self code pasted by the best
[4:20]this source is really bad
 
Последнее редактирование модератором:
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hahahahh
u guys might be kidding me

C++:
Expand Collapse Copy
float frac = 0.0f;
                    if (previous &&
                        (record->m_sim_time < flTargetTime) &&
                        (record->m_sim_time < previous->m_sim_time)) {
                        // we didn't find the exact time but have a valid previous record
                        // so interpolate between these two records;

                        // calc fraction between both records
                        frac = (flTargetTime - record->m_sim_time) /
                            (previous->m_sim_time - record->m_sim_time);

                        Assert(frac > 0 && frac < 1); // should never extrapolate

                        ang = math::Lerp(frac, record->m_abs_ang, previous->m_abs_ang);
                        org = math::Lerp(frac, record->m_origin, previous->m_origin);
                        mins = math::Lerp(frac, record->m_mins, previous->m_mins);
                        maxs = math::Lerp(frac, record->m_maxs, previous->m_maxs);
                    }
                    else {
                        // we found the exact record or no other record to interpolate with
                        // just copy these values since they are the best we have
                        ang = record->m_abs_ang;
                        org = record->m_origin;
                        mins = record->m_mins;
                        maxs = record->m_maxs;
}
int flags = 0;

                    ang_t angdiff = record->m_abs_ang - ang;
                    vec3_t orgdiff = record->m_origin - org;

                    #define LAG_COMPENSATION_EPS_SQR ( 0.1f * 0.1f )
                    // Allow 4 units of error ( about 1 / 8 bbox width )
                    #define LAG_COMPENSATION_ERROR_EPS_SQR ( 4.0f * 4.0f )

                    #define LC_NONE                0
                    #define LC_ALIVE            (1<<0)

                    #define LC_ORIGIN_CHANGED    (1<<8)
                    #define LC_ANGLES_CHANGED    (1<<9)
                    #define LC_SIZE_CHANGED        (1<<10)
                    #define LC_ANIMATION_CHANGED (1<<11)

                    if (angdiff.length_sqr() > LAG_COMPENSATION_EPS_SQR)
                    {
                        flags |= LC_ANGLES_CHANGED;
                        record->m_player->SetAbsAngles(ang);
                    }

                    // Use absolute equality here
                    if ((mins != record->m_mins/*record->m_player->WorldAlignMins()*/) ||
                        (maxs != record->m_maxs/*record->m_player->WorldAlignMaxs()*/))
                    {
                        flags |= LC_SIZE_CHANGED;
                        //entity->SetSize(mins, maxs);
                        record->m_player->SetMins(mins);
                        record->m_player->SetMaxs(maxs);
                    }

                    // Note, do origin at end since it causes a relink into the k/d tree
                    if (orgdiff.length_sqr() > LAG_COMPENSATION_EPS_SQR)
                    {
                        flags |= LC_ORIGIN_CHANGED;
                        record->m_player->SetAbsOrigin(org);
                    }
                    }
 
hahahahh
u guys might be kidding me

C++:
Expand Collapse Copy
float frac = 0.0f;
                    if (previous &&
                        (record->m_sim_time < flTargetTime) &&
                        (record->m_sim_time < previous->m_sim_time)) {
                        // we didn't find the exact time but have a valid previous record
                        // so interpolate between these two records;

                        // calc fraction between both records
                        frac = (flTargetTime - record->m_sim_time) /
                            (previous->m_sim_time - record->m_sim_time);

                        Assert(frac > 0 && frac < 1); // should never extrapolate

                        ang = math::Lerp(frac, record->m_abs_ang, previous->m_abs_ang);
                        org = math::Lerp(frac, record->m_origin, previous->m_origin);
                        mins = math::Lerp(frac, record->m_mins, previous->m_mins);
                        maxs = math::Lerp(frac, record->m_maxs, previous->m_maxs);
                    }
                    else {
                        // we found the exact record or no other record to interpolate with
                        // just copy these values since they are the best we have
                        ang = record->m_abs_ang;
                        org = record->m_origin;
                        mins = record->m_mins;
                        maxs = record->m_maxs;
}
int flags = 0;

                    ang_t angdiff = record->m_abs_ang - ang;
                    vec3_t orgdiff = record->m_origin - org;

                    #define LAG_COMPENSATION_EPS_SQR ( 0.1f * 0.1f )
                    // Allow 4 units of error ( about 1 / 8 bbox width )
                    #define LAG_COMPENSATION_ERROR_EPS_SQR ( 4.0f * 4.0f )

                    #define LC_NONE                0
                    #define LC_ALIVE            (1<<0)

                    #define LC_ORIGIN_CHANGED    (1<<8)
                    #define LC_ANGLES_CHANGED    (1<<9)
                    #define LC_SIZE_CHANGED        (1<<10)
                    #define LC_ANIMATION_CHANGED (1<<11)

                    if (angdiff.length_sqr() > LAG_COMPENSATION_EPS_SQR)
                    {
                        flags |= LC_ANGLES_CHANGED;
                        record->m_player->SetAbsAngles(ang);
                    }

                    // Use absolute equality here
                    if ((mins != record->m_mins/*record->m_player->WorldAlignMins()*/) ||
                        (maxs != record->m_maxs/*record->m_player->WorldAlignMaxs()*/))
                    {
                        flags |= LC_SIZE_CHANGED;
                        //entity->SetSize(mins, maxs);
                        record->m_player->SetMins(mins);
                        record->m_player->SetMaxs(maxs);
                    }

                    // Note, do origin at end since it causes a relink into the k/d tree
                    if (orgdiff.length_sqr() > LAG_COMPENSATION_EPS_SQR)
                    {
                        flags |= LC_ORIGIN_CHANGED;
                        record->m_player->SetAbsOrigin(org);
                    }
                    }
enforce maximum accuracy ;)
this source just proves how bad your knowledge is
ur one to talk, let me see ur posts... nonexistent in the year you've been on the forums. sad
 
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ur code literally does nothing....
i'm highly aware of that; it checks to see if they aren't breaking lag comp and then literally redoes the servers lag compensation that is already running, why would it do anything?
this source was a complete fucking joke, none of the people that worked on this project took this seriously nor knew what they were doing because i was the only person out of them that played and coded in lby. what ur seeing is a shit ton of people pasting code in trying to make something special, idk what it's like now but i stopped working on it months ago and this was the last version of the source that i got
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
i'm highly aware of that; it checks to see if they aren't breaking lag comp and then literally redoes the servers lag compensation that is already running, why would it do anything?
this source was a complete fucking joke, none of the people that worked on this project took this seriously nor knew what they were doing because i was the only person out of them that played and coded in lby. what ur seeing is a shit ton of people pasting code in trying to make something special, idk what it's like now but i stopped working on it months ago and this was the last version of the source that i got
maybe u don't know....
but supremacy already detecting does enemy breaking lc or not......
oh thanks for ur advice btw...
Пожалуйста, авторизуйтесь для просмотра ссылки.
i just rebuilt all this file...
now i can predict people with defensive and backtrack them to africa...
 
maybe u don't know....
but supremacy already detecting does enemy breaking lc or not......
oh thanks for ur advice btw...
Пожалуйста, авторизуйтесь для просмотра ссылки.
i just rebuilt all this file...
now i can predict people with defensive and backtrack them to africa...
when did i say it detects if they are breaking lag comp?
i said it checks to see if they aren't breaking lag compensation; aka "if (!breakinglagcomp)", is this ur definition of lag comp detection?
anyway onto the next thing if u had a brain you would know that is one way to get accurate 1 second backtracking, if u don't believe me go check mutiny
your plan was to make me try and look like an idiot while posting these messages right, if so i think it backfired and went more along the lines of proving you are.
 
when did i say it detects if they are breaking lag comp?
i said it checks to see if they aren't breaking lag compensation; aka "if (!breakinglagcomp)", is this ur definition of lag comp detection?
anyway onto the next thing if u had a brain you would know that is one way to get accurate 1 second backtracking, if u don't believe me go check mutiny
your plan was to make me try and look like an idiot while posting these messages right, if so i think it backfired and went more along the lines of proving you are.
"go check mutiny", you were never invited to mutiny if you think that it's a good example for ANYTHING
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Последнее редактирование:
the title says it all
new d3d menu
actually recoded lagcomp (performs better than normal supremacy)
rebuilt game movement
fucked resolver
other shit that's probably pasted from somewhere
this source is really bad, i scrapped it a long time ago and haven't even touched it since LMFAO
i know theres a lot of shit for pasters to take though so hf
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Could you remove the reactions?
 
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