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

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ice
 
hahahahh
u guys might be kidding me

C++:
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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);
                    }
                    }
the guy who update this might be a DEVELOPER ! xD
 
VWi4l1k.png

ur not one to talk
damn this threads gonna be nothing but shitposts ( i mean it was in itself but /shrug ) someone close it LMFAO
lmao im just asking for a update shit .... actually i do not do something like this

=========================================
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);
}
}
==========================================
VWi4l1k.png

ur not one to talk
damn this threads gonna be nothing but shitposts ( i mean it was in itself but /shrug ) someone close it LMFAO
// Pro way to calculate the record
frac = (flTargetTime - record->m_sim_time) /
(previous->m_sim_time - record->m_sim_time);
 
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
moved rebuildgamemovement from this source to mine, my local player barely moves lol
 
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