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Исходник Nemesis engine prediction system

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30 Дек 2020
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reversed nemesis engine prediction system :flushed::flushed::flushed:

prediction-system:
Expand Collapse Copy
void c_engine_prediction::store_some_data()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread();
    m_backup_data.m_accuracy = g_sdk.m_active_weapon->get_accuracy_penatly();
    m_backup_data.m_current_time = g_interfaces.m_globals->m_current_time;
    m_backup_data.m_frame_time = g_interfaces.m_globals->m_frame_time;

    if (this->m_random_seed == 0 || !this->m_predicted_player)
    {
        this->m_random_seed = g_sdk.m_random_seed_sig;
        this->m_predicted_player = g_sdk.m_predicted_player_sig;
    }
}

void c_engine_prediction::update()
{
    if (g_sdk.m_fsn_stage != frame_net_update_end)
        return;

    return g_interfaces.m_prediction->update(g_interfaces.m_client_state->m_delta_tick,
                                                     g_interfaces.m_client_state->m_delta_tick > 0,
                                                     g_interfaces.m_client_state->m_last_command_ack,
                                                     g_interfaces.m_client_state->m_choked_commands + g_interfaces.m_client_state->m_last_outgoing_command);
}


void c_engine_prediction::start()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();
    if (!g_sdk.m_active_weapon)
        return;

    const auto weapon_data = active_weapon->get_weapon_data();
    if (!weapon_data)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = g_sdk.m_local;
    **reinterpret_cast<int**>(this->m_random_seed) = c_packet_manager::get()->get_command()->m_random_seed;

    g_interfaces.m_globals->m_current_time = TICKS_TO_TIME(g_sdk.m_local->get_tickbase());
    g_interfaces.m_globals->m_frame_time = g_interfaces.m_globals->m_intervalpertick;

    *reinterpret_cast<c_usercmd**>(std::uintptr_t(player) + 0x3348) = cmd;
    *reinterpret_cast<c_usercmd**>(std::uintptr_t(player) + 0x3288) = cmd;

    const auto backup_in_prediction = g_intefaces.m_prediction->m_in_prediction;
    const auto backup_time_predicted = g_intefaces.m_prediction->m_first_time_predicted;

    g_intefaces.m_prediction->m_in_prediction = true;
    g_intefaces.m_prediction->m_first_time_predicted = false;

    g_interfaces.m_move_helper->set_host(g_sdk.m_local);
    g_interfaces.m_game_movement->start_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_prediction->setup_move(g_sdk.m_local, c_packet_manager::get()->get_command(),
                                         g_interfaces.m_move_helper, &m_move_data);
    g_interfaces.m_game_movement->process_movement(g_sdk.m_local, &m_move_data);

    g_interfaces.m_prediction->finish_move(g_sdk.m_local, c_packet_manager::get()->get_command(), &m_move_data);
    g_interfaces.m_game_movement->finish_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_move_helper->set_host(nullptr);

    active_weapon->update_accuracy_penalty();

    float final_calc_innacuracy{};
    const auto is_sniper_weapon = (
        active_weapon->get_idx() == idx_t::weapon_awp
        || active_weapon->get_idx() == idx_t::weapon_g3sg1
        || active_weapon->get_idx() == idx_t::weapon_scar20
        || active_weapon->get_idx() == idx_t::ssg_008
    );

    g_sdk.m_accuracy_data->m_calculated_innacuracy = 0.0f;
    if (g_sdk.m_local->get_flags() & fl_ducking)
    {
        if ( is_sniper_weapon )
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch_alt;
        else
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch;
    }
    else if (is_sniper_weapon)
    {
          final_calc_innacuracy = weapon_data->m_inaccuracy_stand_alt;
    }
    else
    {
        final_calc_innacuracy = weapon_data->m_inaccuracy_stand;
    }
    g_sdk.m_accuracy_data->m_calculated_innacuracy = final_calc_innacuracy;

    g_intefaces.m_prediction->m_in_prediction = backup_in_prediction;
    g_intefaces.m_prediction->m_first_time_predicted = backup_time_predicted;
}

void c_engine_prediction::restore()
{
    auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = nullptr;
    **reinterpret_cast<int**>(this->m_random_seed) = -1;

    active_weapon->get_spread() = m_backup_data.m_spread;
    active_weapon->get_accuracy_penatly() = m_backup_data.m_accuracy;

    g_interfaces.m_globals->m_current_time = m_backup_data.m_current_time;
    g_interfaces.m_globals->m_frame_time = m_backup_data.m_frame_time;
}
createmove:
Expand Collapse Copy
void __stdcall c_hooks::hk_create_move(int sequence, float frametime, bool is_active, bool& send_packet)
{
    c_engine_prediction::get()->update();
    c_engine_prediction::get()->store_some_data();
    c_engine_prediction::get()->start();
    {
        /* telegram: @tweexer for buy dumps & world government paste gangs discord server: https://discord.gg/a25F8mkxsj */
        /* your hack shitty: rage, legit, etc..*/
    }
    c_engine_prediction::get()->restore();
}
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
reversed nemesis engine prediction system :flushed: :flushed::flushed:

prediction-system:
Expand Collapse Copy
void c_engine_prediction::store_some_data()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread();
    m_backup_data.m_accuracy = g_sdk.m_active_weapon->get_accuracy_penatly();
    m_backup_data.m_current_time = g_interfaces.m_globals->m_current_time;
    m_backup_data.m_frame_time = g_interfaces.m_globals->m_frame_time;

    if (this->m_random_seed == 0 || !this->m_predicted_player)
    {
        this->m_random_seed = g_sdk.m_random_seed_sig;
        this->m_predicted_player = g_sdk.m_predicted_player_sig;
    }
}

void c_engine_prediction::update_packets()
{
    if (g_sdk.m_fsn_stage != frame_net_update_end)
        return;

    return g_interfaces.m_prediction->update(g_interfaces.m_client_state->m_delta_tick,
                                                     g_interfaces.m_client_state->m_delta_tick > 0,
                                                     g_interfaces.m_client_state->m_last_command_ack,
                                                     g_interfaces.m_client_state->m_choked_commands + g_interfaces.m_client_state>m_last_outgoing_command);
}


void c_engine_prediction::start()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();
    if (!g_sdk.m_active_weapon)
        return;

    const auto weapon_data = active_weapon->get_weapon_data();
    if (!weapon_data)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = g_sdk.m_local;
    **reinterpret_cast<int**>(this->m_random_seed) = c_packet_manager::get()->get_command()->m_random_seed;
  
    g_interfaces.m_globals->m_current_time = TICKS_TO_TIME(g_sdk.m_local->get_tickbase());
    g_interfaces.m_globals->m_frame_time = g_interfaces.m_globals->m_intervalpertick;

    const auto backup_in_prediction = g_intefaces.m_prediction->m_in_prediction;
    const auto backup_time_predicted = g_intefaces.m_prediction->m_first_time_predicted;

    g_intefaces.m_prediction->m_in_prediction = true;
    g_intefaces.m_prediction->m_first_time_predicted = false;

    g_interfaces.m_move_helper->set_host(g_sdk.m_local);
    g_interfaces.m_game_movement->start_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_prediction->setup_move(g_sdk.m_local, c_packet_manager::get()->get_command(),
                                         g_interfaces.m_move_helper, &m_move_data);
    g_interfaces.m_game_movement->process_movement(g_sdk.m_local, &m_move_data);
  
    g_interfaces.m_prediction->finish_move(g_sdk.m_local, c_packet_manager::get()->get_command(), &m_move_data);
    g_interfaces.m_game_movement->finish_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_move_helper->set_host(nullptr);

    active_weapon->update_accuracy_penalty();

    float final_calc_innacuracy{};
    const auto is_sniper_weapon = (
        active_weapon->get_idx() == idx_t::weapon_awp
        || active_weapon->get_idx() == idx_t::weapon_g3sg1
        || active_weapon->get_idx() == idx_t::weapon_scar20
        || active_weapon->get_idx() == idx_t::ssg_008
    );
  
    g_sdk.m_accuracy_data->m_calculated_innacuracy = 0.0f;
    if (g_sdk.m_local->get_flags() & fl_ducking)
    {
        if ( is_sniper_weapon )
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch_alt;
        else
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch;
    }
    else if (is_sniper_weapon)
    {
          final_calc_innacuracy = weapon_data->m_inaccuracy_stand_alt;
    }
    else
    {
        final_calc_innacuracy = weapon_data->m_inaccuracy_stand;
    }
    g_sdk.m_accuracy_data->m_calculated_innacuracy = final_calc_innacuracy;

    g_intefaces.m_prediction->m_in_prediction = backup_in_prediction;
    g_intefaces.m_prediction->m_first_time_predicted = backup_time_predicted;
}

void c_engine_prediction::restore()
{
    auto active_weapon = g_sdk.m_local->get_active_weapon();
  
    if (!active_weapon)
        return;
  
    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = nullptr;
    **reinterpret_cast<int**>(this->m_random_seed) = -1;

    active_weapon->get_spread() = m_backup_data.m_spread;
    active_weapon->get_accuracy_penatly() = m_backup_data.m_accuracy;
  
    g_interfaces.m_globals->m_current_time = m_backup_data.m_current_time;
    g_interfaces.m_globals->m_frame_time = m_backup_data.m_frame_time;
}
createmove:
Expand Collapse Copy
void __stdcall c_hooks::hk_create_move(int sequence, floa frametime, bool is_active, bool& send_packet)
{
    c_engine_prediction::get()->update_packets();
    c_engine_prediction::get()->store_some_data();
    c_engine_prediction::get()->start();
    {
        /* telegram: @tweexer for buy dumps */
        /* your hack shitty: rage, legit, etc..*/
    }
    c_engine_prediction::get()->end();
}
proper reverse
 
reversed nemesis engine prediction system :flushed::flushed::flushed:

prediction-system:
Expand Collapse Copy
void c_engine_prediction::store_some_data()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread();
    m_backup_data.m_accuracy = g_sdk.m_active_weapon->get_accuracy_penatly();
    m_backup_data.m_current_time = g_interfaces.m_globals->m_current_time;
    m_backup_data.m_frame_time = g_interfaces.m_globals->m_frame_time;

    if (this->m_random_seed == 0 || !this->m_predicted_player)
    {
        this->m_random_seed = g_sdk.m_random_seed_sig;
        this->m_predicted_player = g_sdk.m_predicted_player_sig;
    }
}

void c_engine_prediction::update()
{
    if (g_sdk.m_fsn_stage != frame_net_update_end)
        return;

    return g_interfaces.m_prediction->update(g_interfaces.m_client_state->m_delta_tick,
                                                     g_interfaces.m_client_state->m_delta_tick > 0,
                                                     g_interfaces.m_client_state->m_last_command_ack,
                                                     g_interfaces.m_client_state->m_choked_commands + g_interfaces.m_client_state>m_last_outgoing_command);
}


void c_engine_prediction::start()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();
    if (!g_sdk.m_active_weapon)
        return;

    const auto weapon_data = active_weapon->get_weapon_data();
    if (!weapon_data)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = g_sdk.m_local;
    **reinterpret_cast<int**>(this->m_random_seed) = c_packet_manager::get()->get_command()->m_random_seed;

    g_interfaces.m_globals->m_current_time = TICKS_TO_TIME(g_sdk.m_local->get_tickbase());
    g_interfaces.m_globals->m_frame_time = g_interfaces.m_globals->m_intervalpertick;

    const auto backup_in_prediction = g_intefaces.m_prediction->m_in_prediction;
    const auto backup_time_predicted = g_intefaces.m_prediction->m_first_time_predicted;

    g_intefaces.m_prediction->m_in_prediction = true;
    g_intefaces.m_prediction->m_first_time_predicted = false;

    g_interfaces.m_move_helper->set_host(g_sdk.m_local);
    g_interfaces.m_game_movement->start_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_prediction->setup_move(g_sdk.m_local, c_packet_manager::get()->get_command(),
                                         g_interfaces.m_move_helper, &m_move_data);
    g_interfaces.m_game_movement->process_movement(g_sdk.m_local, &m_move_data);

    g_interfaces.m_prediction->finish_move(g_sdk.m_local, c_packet_manager::get()->get_command(), &m_move_data);
    g_interfaces.m_game_movement->finish_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_move_helper->set_host(nullptr);

    active_weapon->update_accuracy_penalty();

    float final_calc_innacuracy{};
    const auto is_sniper_weapon = (
        active_weapon->get_idx() == idx_t::weapon_awp
        || active_weapon->get_idx() == idx_t::weapon_g3sg1
        || active_weapon->get_idx() == idx_t::weapon_scar20
        || active_weapon->get_idx() == idx_t::ssg_008
    );

    g_sdk.m_accuracy_data->m_calculated_innacuracy = 0.0f;
    if (g_sdk.m_local->get_flags() & fl_ducking)
    {
        if ( is_sniper_weapon )
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch_alt;
        else
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch;
    }
    else if (is_sniper_weapon)
    {
          final_calc_innacuracy = weapon_data->m_inaccuracy_stand_alt;
    }
    else
    {
        final_calc_innacuracy = weapon_data->m_inaccuracy_stand;
    }
    g_sdk.m_accuracy_data->m_calculated_innacuracy = final_calc_innacuracy;

    g_intefaces.m_prediction->m_in_prediction = backup_in_prediction;
    g_intefaces.m_prediction->m_first_time_predicted = backup_time_predicted;
}

void c_engine_prediction::restore()
{
    auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = nullptr;
    **reinterpret_cast<int**>(this->m_random_seed) = -1;

    active_weapon->get_spread() = m_backup_data.m_spread;
    active_weapon->get_accuracy_penatly() = m_backup_data.m_accuracy;

    g_interfaces.m_globals->m_current_time = m_backup_data.m_current_time;
    g_interfaces.m_globals->m_frame_time = m_backup_data.m_frame_time;
}
createmove:
Expand Collapse Copy
void __stdcall c_hooks::hk_create_move(int sequence, floa frametime, bool is_active, bool& send_packet)
{
    c_engine_prediction::get()->update();
    c_engine_prediction::get()->store_some_data();
    c_engine_prediction::get()->start();
    {
        /* telegram: @tweexer for buy dumps */
        /* your hack shitty: rage, legit, etc..*/
    }
    c_engine_prediction::get()->end();
}
Very p
IT will fuck alot cheat
gratitude tweexer
 
Good job man
 
Молодец, опять залупу с пасты запостил
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
reversed nemesis engine prediction system :flushed::flushed::flushed:

prediction-system:
Expand Collapse Copy
void c_engine_prediction::store_some_data()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread();
    m_backup_data.m_accuracy = g_sdk.m_active_weapon->get_accuracy_penatly();
    m_backup_data.m_current_time = g_interfaces.m_globals->m_current_time;
    m_backup_data.m_frame_time = g_interfaces.m_globals->m_frame_time;

    if (this->m_random_seed == 0 || !this->m_predicted_player)
    {
        this->m_random_seed = g_sdk.m_random_seed_sig;
        this->m_predicted_player = g_sdk.m_predicted_player_sig;
    }
}

void c_engine_prediction::update()
{
    if (g_sdk.m_fsn_stage != frame_net_update_end)
        return;

    return g_interfaces.m_prediction->update(g_interfaces.m_client_state->m_delta_tick,
                                                     g_interfaces.m_client_state->m_delta_tick > 0,
                                                     g_interfaces.m_client_state->m_last_command_ack,
                                                     g_interfaces.m_client_state->m_choked_commands + g_interfaces.m_client_state->m_last_outgoing_command);
}


void c_engine_prediction::start()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();
    if (!g_sdk.m_active_weapon)
        return;

    const auto weapon_data = active_weapon->get_weapon_data();
    if (!weapon_data)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = g_sdk.m_local;
    **reinterpret_cast<int**>(this->m_random_seed) = c_packet_manager::get()->get_command()->m_random_seed;

    g_interfaces.m_globals->m_current_time = TICKS_TO_TIME(g_sdk.m_local->get_tickbase());
    g_interfaces.m_globals->m_frame_time = g_interfaces.m_globals->m_intervalpertick;

    const auto backup_in_prediction = g_intefaces.m_prediction->m_in_prediction;
    const auto backup_time_predicted = g_intefaces.m_prediction->m_first_time_predicted;

    g_intefaces.m_prediction->m_in_prediction = true;
    g_intefaces.m_prediction->m_first_time_predicted = false;

    g_interfaces.m_move_helper->set_host(g_sdk.m_local);
    g_interfaces.m_game_movement->start_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_prediction->setup_move(g_sdk.m_local, c_packet_manager::get()->get_command(),
                                         g_interfaces.m_move_helper, &m_move_data);
    g_interfaces.m_game_movement->process_movement(g_sdk.m_local, &m_move_data);

    g_interfaces.m_prediction->finish_move(g_sdk.m_local, c_packet_manager::get()->get_command(), &m_move_data);
    g_interfaces.m_game_movement->finish_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_move_helper->set_host(nullptr);

    active_weapon->update_accuracy_penalty();

    float final_calc_innacuracy{};
    const auto is_sniper_weapon = (
        active_weapon->get_idx() == idx_t::weapon_awp
        || active_weapon->get_idx() == idx_t::weapon_g3sg1
        || active_weapon->get_idx() == idx_t::weapon_scar20
        || active_weapon->get_idx() == idx_t::ssg_008
    );

    g_sdk.m_accuracy_data->m_calculated_innacuracy = 0.0f;
    if (g_sdk.m_local->get_flags() & fl_ducking)
    {
        if ( is_sniper_weapon )
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch_alt;
        else
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch;
    }
    else if (is_sniper_weapon)
    {
          final_calc_innacuracy = weapon_data->m_inaccuracy_stand_alt;
    }
    else
    {
        final_calc_innacuracy = weapon_data->m_inaccuracy_stand;
    }
    g_sdk.m_accuracy_data->m_calculated_innacuracy = final_calc_innacuracy;

    g_intefaces.m_prediction->m_in_prediction = backup_in_prediction;
    g_intefaces.m_prediction->m_first_time_predicted = backup_time_predicted;
}

void c_engine_prediction::restore()
{
    auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = nullptr;
    **reinterpret_cast<int**>(this->m_random_seed) = -1;

    active_weapon->get_spread() = m_backup_data.m_spread;
    active_weapon->get_accuracy_penatly() = m_backup_data.m_accuracy;

    g_interfaces.m_globals->m_current_time = m_backup_data.m_current_time;
    g_interfaces.m_globals->m_frame_time = m_backup_data.m_frame_time;
}
createmove:
Expand Collapse Copy
void __stdcall c_hooks::hk_create_move(int sequence, floa frametime, bool is_active, bool& send_packet)
{
    c_engine_prediction::get()->update();
    c_engine_prediction::get()->store_some_data();
    c_engine_prediction::get()->start();
    {
        /* telegram: @tweexer for buy dumps & world government paste gangs discord server: https://discord.gg/a25F8mkxsj */
        /* your hack shitty: rage, legit, etc..*/
    }
    c_engine_prediction::get()->restore();
}

missing netvar compression + runcmd hook
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
reversed nemesis engine prediction system :flushed::flushed::flushed:

prediction-system:
Expand Collapse Copy
void c_engine_prediction::store_some_data()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread();
    m_backup_data.m_accuracy = g_sdk.m_active_weapon->get_accuracy_penatly();
    m_backup_data.m_current_time = g_interfaces.m_globals->m_current_time;
    m_backup_data.m_frame_time = g_interfaces.m_globals->m_frame_time;

    if (this->m_random_seed == 0 || !this->m_predicted_player)
    {
        this->m_random_seed = g_sdk.m_random_seed_sig;
        this->m_predicted_player = g_sdk.m_predicted_player_sig;
    }
}

void c_engine_prediction::update()
{
    if (g_sdk.m_fsn_stage != frame_net_update_end)
        return;

    return g_interfaces.m_prediction->update(g_interfaces.m_client_state->m_delta_tick,
                                                     g_interfaces.m_client_state->m_delta_tick > 0,
                                                     g_interfaces.m_client_state->m_last_command_ack,
                                                     g_interfaces.m_client_state->m_choked_commands + g_interfaces.m_client_state->m_last_outgoing_command);
}


void c_engine_prediction::start()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();
    if (!g_sdk.m_active_weapon)
        return;

    const auto weapon_data = active_weapon->get_weapon_data();
    if (!weapon_data)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = g_sdk.m_local;
    **reinterpret_cast<int**>(this->m_random_seed) = c_packet_manager::get()->get_command()->m_random_seed;

    g_interfaces.m_globals->m_current_time = TICKS_TO_TIME(g_sdk.m_local->get_tickbase());
    g_interfaces.m_globals->m_frame_time = g_interfaces.m_globals->m_intervalpertick;

    const auto backup_in_prediction = g_intefaces.m_prediction->m_in_prediction;
    const auto backup_time_predicted = g_intefaces.m_prediction->m_first_time_predicted;

    g_intefaces.m_prediction->m_in_prediction = true;
    g_intefaces.m_prediction->m_first_time_predicted = false;

    g_interfaces.m_move_helper->set_host(g_sdk.m_local);
    g_interfaces.m_game_movement->start_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_prediction->setup_move(g_sdk.m_local, c_packet_manager::get()->get_command(),
                                         g_interfaces.m_move_helper, &m_move_data);
    g_interfaces.m_game_movement->process_movement(g_sdk.m_local, &m_move_data);

    g_interfaces.m_prediction->finish_move(g_sdk.m_local, c_packet_manager::get()->get_command(), &m_move_data);
    g_interfaces.m_game_movement->finish_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_move_helper->set_host(nullptr);

    active_weapon->update_accuracy_penalty();

    float final_calc_innacuracy{};
    const auto is_sniper_weapon = (
        active_weapon->get_idx() == idx_t::weapon_awp
        || active_weapon->get_idx() == idx_t::weapon_g3sg1
        || active_weapon->get_idx() == idx_t::weapon_scar20
        || active_weapon->get_idx() == idx_t::ssg_008
    );

    g_sdk.m_accuracy_data->m_calculated_innacuracy = 0.0f;
    if (g_sdk.m_local->get_flags() & fl_ducking)
    {
        if ( is_sniper_weapon )
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch_alt;
        else
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch;
    }
    else if (is_sniper_weapon)
    {
          final_calc_innacuracy = weapon_data->m_inaccuracy_stand_alt;
    }
    else
    {
        final_calc_innacuracy = weapon_data->m_inaccuracy_stand;
    }
    g_sdk.m_accuracy_data->m_calculated_innacuracy = final_calc_innacuracy;

    g_intefaces.m_prediction->m_in_prediction = backup_in_prediction;
    g_intefaces.m_prediction->m_first_time_predicted = backup_time_predicted;
}

void c_engine_prediction::restore()
{
    auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = nullptr;
    **reinterpret_cast<int**>(this->m_random_seed) = -1;

    active_weapon->get_spread() = m_backup_data.m_spread;
    active_weapon->get_accuracy_penatly() = m_backup_data.m_accuracy;

    g_interfaces.m_globals->m_current_time = m_backup_data.m_current_time;
    g_interfaces.m_globals->m_frame_time = m_backup_data.m_frame_time;
}
createmove:
Expand Collapse Copy
void __stdcall c_hooks::hk_create_move(int sequence, floa frametime, bool is_active, bool& send_packet)
{
    c_engine_prediction::get()->update();
    c_engine_prediction::get()->store_some_data();
    c_engine_prediction::get()->start();
    {
        /* telegram: @tweexer for buy dumps & world government paste gangs discord server: https://discord.gg/a25F8mkxsj */
        /* your hack shitty: rage, legit, etc..*/
    }
    c_engine_prediction::get()->restore();
}
 
Последнее редактирование:
И че реально в норм на 21 год p2c не было даже упоминаний апдейта баттонсов, селект айтема, кучи шляпи по типу ребилда пост тхинк и самого главного - фикса импульса :rage: Я уже не говорю про всякие микро фиксы по типу тикбейса и нетвар компресингов, вел модифера ибо ты их мог тупо не упоминать, но этот предикшен выглядит как рофл больше ибо сложно поверить что чит в 21 год имеел предикшен на уровне zamanware
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
И че реально в норм на 21 год p2c не было даже упоминаний апдейта баттонсов, селект айтема, кучи шляпи по типу ребилда пост тхинк и самого главного - фикса импульса :rage: Я уже не говорю про всякие микро фиксы по типу тикбейса и нетвар компресингов, вел модифера ибо ты их мог тупо не упоминать, но этот предикшен выглядит как рофл больше ибо сложно поверить что чит в 21 год имеел предикшен на уровне zamanware
ты слишком много смотришь код игры это тебе не нужно..
 
reversed nemesis engine prediction system :flushed::flushed::flushed:

prediction-system:
Expand Collapse Copy
void c_engine_prediction::store_some_data()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread();
    m_backup_data.m_accuracy = g_sdk.m_active_weapon->get_accuracy_penatly();
    m_backup_data.m_current_time = g_interfaces.m_globals->m_current_time;
    m_backup_data.m_frame_time = g_interfaces.m_globals->m_frame_time;

    if (this->m_random_seed == 0 || !this->m_predicted_player)
    {
        this->m_random_seed = g_sdk.m_random_seed_sig;
        this->m_predicted_player = g_sdk.m_predicted_player_sig;
    }
}

void c_engine_prediction::update()
{
    if (g_sdk.m_fsn_stage != frame_net_update_end)
        return;

    return g_interfaces.m_prediction->update(g_interfaces.m_client_state->m_delta_tick,
                                                     g_interfaces.m_client_state->m_delta_tick > 0,
                                                     g_interfaces.m_client_state->m_last_command_ack,
                                                     g_interfaces.m_client_state->m_choked_commands + g_interfaces.m_client_state->m_last_outgoing_command);
}


void c_engine_prediction::start()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();
    if (!g_sdk.m_active_weapon)
        return;

    const auto weapon_data = active_weapon->get_weapon_data();
    if (!weapon_data)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = g_sdk.m_local;
    **reinterpret_cast<int**>(this->m_random_seed) = c_packet_manager::get()->get_command()->m_random_seed;

    g_interfaces.m_globals->m_current_time = TICKS_TO_TIME(g_sdk.m_local->get_tickbase());
    g_interfaces.m_globals->m_frame_time = g_interfaces.m_globals->m_intervalpertick;

    const auto backup_in_prediction = g_intefaces.m_prediction->m_in_prediction;
    const auto backup_time_predicted = g_intefaces.m_prediction->m_first_time_predicted;

    g_intefaces.m_prediction->m_in_prediction = true;
    g_intefaces.m_prediction->m_first_time_predicted = false;

    g_interfaces.m_move_helper->set_host(g_sdk.m_local);
    g_interfaces.m_game_movement->start_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_prediction->setup_move(g_sdk.m_local, c_packet_manager::get()->get_command(),
                                         g_interfaces.m_move_helper, &m_move_data);
    g_interfaces.m_game_movement->process_movement(g_sdk.m_local, &m_move_data);

    g_interfaces.m_prediction->finish_move(g_sdk.m_local, c_packet_manager::get()->get_command(), &m_move_data);
    g_interfaces.m_game_movement->finish_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_move_helper->set_host(nullptr);

    active_weapon->update_accuracy_penalty();

    float final_calc_innacuracy{};
    const auto is_sniper_weapon = (
        active_weapon->get_idx() == idx_t::weapon_awp
        || active_weapon->get_idx() == idx_t::weapon_g3sg1
        || active_weapon->get_idx() == idx_t::weapon_scar20
        || active_weapon->get_idx() == idx_t::ssg_008
    );

    g_sdk.m_accuracy_data->m_calculated_innacuracy = 0.0f;
    if (g_sdk.m_local->get_flags() & fl_ducking)
    {
        if ( is_sniper_weapon )
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch_alt;
        else
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch;
    }
    else if (is_sniper_weapon)
    {
          final_calc_innacuracy = weapon_data->m_inaccuracy_stand_alt;
    }
    else
    {
        final_calc_innacuracy = weapon_data->m_inaccuracy_stand;
    }
    g_sdk.m_accuracy_data->m_calculated_innacuracy = final_calc_innacuracy;

    g_intefaces.m_prediction->m_in_prediction = backup_in_prediction;
    g_intefaces.m_prediction->m_first_time_predicted = backup_time_predicted;
}

void c_engine_prediction::restore()
{
    auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = nullptr;
    **reinterpret_cast<int**>(this->m_random_seed) = -1;

    active_weapon->get_spread() = m_backup_data.m_spread;
    active_weapon->get_accuracy_penatly() = m_backup_data.m_accuracy;

    g_interfaces.m_globals->m_current_time = m_backup_data.m_current_time;
    g_interfaces.m_globals->m_frame_time = m_backup_data.m_frame_time;
}
createmove:
Expand Collapse Copy
void __stdcall c_hooks::hk_create_move(int sequence, float frametime, bool is_active, bool& send_packet)
{
    c_engine_prediction::get()->update();
    c_engine_prediction::get()->store_some_data();
    c_engine_prediction::get()->start();
    {
        /* telegram: @tweexer for buy dumps & world government paste gangs discord server: https://discord.gg/a25F8mkxsj */
        /* your hack shitty: rage, legit, etc..*/
    }
    c_engine_prediction::get()->restore();
}
уютненький предикшен без нетвар компрессии
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
reversed nemesis engine prediction system :flushed::flushed::flushed:

prediction-system:
Expand Collapse Copy
void c_engine_prediction::store_some_data()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread();
    m_backup_data.m_accuracy = g_sdk.m_active_weapon->get_accuracy_penatly();
    m_backup_data.m_current_time = g_interfaces.m_globals->m_current_time;
    m_backup_data.m_frame_time = g_interfaces.m_globals->m_frame_time;

    if (this->m_random_seed == 0 || !this->m_predicted_player)
    {
        this->m_random_seed = g_sdk.m_random_seed_sig;
        this->m_predicted_player = g_sdk.m_predicted_player_sig;
    }
}

void c_engine_prediction::update()
{
    if (g_sdk.m_fsn_stage != frame_net_update_end)
        return;

    return g_interfaces.m_prediction->update(g_interfaces.m_client_state->m_delta_tick,
                                                     g_interfaces.m_client_state->m_delta_tick > 0,
                                                     g_interfaces.m_client_state->m_last_command_ack,
                                                     g_interfaces.m_client_state->m_choked_commands + g_interfaces.m_client_state->m_last_outgoing_command);
}


void c_engine_prediction::start()
{
    const auto active_weapon = g_sdk.m_local->get_active_weapon();
    if (!g_sdk.m_active_weapon)
        return;

    const auto weapon_data = active_weapon->get_weapon_data();
    if (!weapon_data)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = g_sdk.m_local;
    **reinterpret_cast<int**>(this->m_random_seed) = c_packet_manager::get()->get_command()->m_random_seed;

    g_interfaces.m_globals->m_current_time = TICKS_TO_TIME(g_sdk.m_local->get_tickbase());
    g_interfaces.m_globals->m_frame_time = g_interfaces.m_globals->m_intervalpertick;

    const auto backup_in_prediction = g_intefaces.m_prediction->m_in_prediction;
    const auto backup_time_predicted = g_intefaces.m_prediction->m_first_time_predicted;

    g_intefaces.m_prediction->m_in_prediction = true;
    g_intefaces.m_prediction->m_first_time_predicted = false;

    g_interfaces.m_move_helper->set_host(g_sdk.m_local);
    g_interfaces.m_game_movement->start_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_prediction->setup_move(g_sdk.m_local, c_packet_manager::get()->get_command(),
                                         g_interfaces.m_move_helper, &m_move_data);
    g_interfaces.m_game_movement->process_movement(g_sdk.m_local, &m_move_data);

    g_interfaces.m_prediction->finish_move(g_sdk.m_local, c_packet_manager::get()->get_command(), &m_move_data);
    g_interfaces.m_game_movement->finish_track_prediction_errors(g_sdk.m_local);
    g_interfaces.m_move_helper->set_host(nullptr);

    active_weapon->update_accuracy_penalty();

    float final_calc_innacuracy{};
    const auto is_sniper_weapon = (
        active_weapon->get_idx() == idx_t::weapon_awp
        || active_weapon->get_idx() == idx_t::weapon_g3sg1
        || active_weapon->get_idx() == idx_t::weapon_scar20
        || active_weapon->get_idx() == idx_t::ssg_008
    );

    g_sdk.m_accuracy_data->m_calculated_innacuracy = 0.0f;
    if (g_sdk.m_local->get_flags() & fl_ducking)
    {
        if ( is_sniper_weapon )
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch_alt;
        else
            final_calc_innacuracy = weapon_data->m_inaccuracy_crouch;
    }
    else if (is_sniper_weapon)
    {
          final_calc_innacuracy = weapon_data->m_inaccuracy_stand_alt;
    }
    else
    {
        final_calc_innacuracy = weapon_data->m_inaccuracy_stand;
    }
    g_sdk.m_accuracy_data->m_calculated_innacuracy = final_calc_innacuracy;

    g_intefaces.m_prediction->m_in_prediction = backup_in_prediction;
    g_intefaces.m_prediction->m_first_time_predicted = backup_time_predicted;
}

void c_engine_prediction::restore()
{
    auto active_weapon = g_sdk.m_local->get_active_weapon();

    if (!active_weapon)
        return;

    **reinterpret_cast<c_base_player***>(this->m_prediction_player) = nullptr;
    **reinterpret_cast<int**>(this->m_random_seed) = -1;

    active_weapon->get_spread() = m_backup_data.m_spread;
    active_weapon->get_accuracy_penatly() = m_backup_data.m_accuracy;

    g_interfaces.m_globals->m_current_time = m_backup_data.m_current_time;
    g_interfaces.m_globals->m_frame_time = m_backup_data.m_frame_time;
}
createmove:
Expand Collapse Copy
void __stdcall c_hooks::hk_create_move(int sequence, float frametime, bool is_active, bool& send_packet)
{
    c_engine_prediction::get()->update();
    c_engine_prediction::get()->store_some_data();
    c_engine_prediction::get()->start();
    {
        /* telegram: @tweexer for buy dumps & world government paste gangs discord server: https://discord.gg/a25F8mkxsj */
        /* your hack shitty: rage, legit, etc..*/
    }
    c_engine_prediction::get()->restore();
}
ahhahahahaha
good work Tweexer?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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