get good get legendware
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Автор темы
- #1
hello ruskies
since i saw some people selling this shit i wanted to ruin their shitty scam and release this already public info but with spoonfed information
we will be using Oversee's multithreading library (
now go to animation_system.cpp and find the "fsn" function
this is the function we will be multithreading to run animation system for every player
we need the struct first for the cached data
now we need to write the multithreaded job function that uses the cahced data
now lets use our cool library to multithread the animation loop like so :3
and finally lets init our threads at runtime just like how Oversee does it
go to main.cpp and above auto player_hook add this...
with this you should at least get a 100% fps increase without anything else
since i saw some people selling this shit i wanted to ruin their shitty scam and release this already public info but with spoonfed information
we will be using Oversee's multithreading library (
Пожалуйста, авторизуйтесь для просмотра ссылки.
) download it and include it in your project now go to animation_system.cpp and find the "fsn" function
this is the function we will be multithreading to run animation system for every player
we need the struct first for the cached data
the struct for the cached data:
struct EntityJobDataStruct
{
int index;
ClientFrameStage_t stage;
};
threaded job function:
void ProcessEntityJob(EntityJobDataStruct* EntityJobData)
{
int i = EntityJobData->index;
ClientFrameStage_t stage = EntityJobData->stage;
auto e = static_cast<player_t*>(m_entitylist()->GetClientEntity(i));
if (e == g_ctx.local())
return;
if (!lagcompensation::get().valid(i, e))
return;
//use the rest of the original code here.....
}
now lets use our cool library to multithread the animation loop like so :3
very cool threaded p100 code:
void lagcompensation::fsn(ClientFrameStage_t stage)
{
if (!g_cfg.ragebot.enable)
return;
std::vector<EntityJobDataStruct> jobDataVec(m_globals()->m_maxclients - 1);
// Prepare the job data
for (int i = 1; i < m_globals()->m_maxclients; i++)
{
EntityJobDataStruct jobData;
jobData.index = i;
jobData.stage = stage;
jobDataVec[i - 1] = jobData;
}
// Enqueue the jobs
for (auto& jobData : jobDataVec)
{
Threading::QueueJobRef(ProcessEntityJob, &jobData);
}
// Wait for all the jobs to finish
Threading::FinishQueue();
}
and finally lets init our threads at runtime just like how Oversee does it
go to main.cpp and above auto player_hook add this...
C++:
/* init multithread */
Threading::InitThreads();