Вопрос Updating supremacy

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Your parents probably threw your head against the wall in a fit of delirium tremens as a child, since your schizophrenic head continues to generate such rubbish freaky topics lol. If you are bored, go sniff glue or smoke weed or something idk, just stop posting rubbish here bro
What sticks up your ass if you don't like it do something with your time instead of being an angsty teen online
 
get good get legendware
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No need for multi threading never used it in my personal cheats and didn't drop any frames tbh appreciate the posting though
just do a debug monitor and see how much setup bones eats performance, you might not notice coz ur on a new pc but its alot of processing power, either multithread the animation system to run for each player individually or rebuild setup bones
 
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Ur mom can't keep up with my dick while you are pasting supremacy, retarded trash can. You are just moron and freak lol, go smoke some weed and die from an overdose so that my eyes don’t see more of your topics that are more like the stream of consciousness of a crazy premature young child with autism than the coherent thoughts of an adequate person:tearsofjoy::tearsofjoy::tearsofjoy:.
literally not pasting this is a boredom project cope harder and project further
 
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Ur mom can't keep up with my dick while you are pasting supremacy, retarded trash can. You are just moron and freak lol, go smoke some weed and die from an overdose so that my eyes don't see more of your topics that are more like the stream of consciousness of a crazy premature young child with autism than the coherent thoughts of an adequate person :tearsofjoy::tearsofjoy::tearsofjoy:.
"go smoke some weed and die from an overdose " ????? smartest russian
 
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just do a debug monitor and see how much setup bones eats performance, you might not notice coz ur on a new pc but its alot of processing power, either multithread the animation system to run for each player individually or rebuild setup bones
if u null ik (just like your favourite skitcheat does) its not as bad, if u also give it a set size of bone to setup and not -1 it improves fps because it doesnt have to re-calc all the bones it has to setup

(ofc rebuilding it is probably better, but if you're lazy you can just do it the skeet way and it will (probably) be fine)
 
get good get legendware
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if u null ik (just like your favourite skitcheat does) its not as bad, if u also give it a set size of bone to setup and not -1 it improves fps because it doesnt have to re-calc all the bones it has to setup

(ofc rebuilding it is probably better, but if you're lazy you can just do it the skeet way and it will (probably) be fine)
wouldnt that cause weird visual problems for visual matrices? like backtrack chams
 
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if who`s needs
skeet setupbones:
C++:
void setup_bones( player_t* player, matrix3x4_t* bone, int max_bones, int mask, float time ) {
    const int backup_ik *( int* )( uintptr_t( player ) + ( offset_force_bone - 0x1c ) );
    const int backup_client_effects = *( int* )( uintptr_t( player ) + 0x68 );
    const int backup_effects = player->effects( ); // ( "CBaseEntity", "m_fEffects" )
    const int backup_last_non_skipped_frame_cnt = *( int* )( uintptr_t( player ) + 0xa68 );
    const int backup_anim_lod_flags = *( int* )( uintptr_t( player ) + 0xa28 );
    
    *( int* )( uintptr_t( player ) + ( offset_force_bone - 0x1c ) ) = 0;
    player->invalidate_bone_cache( );
    *( int* )( uintptr_t( player ) + 0xa68 ) = 0;
    *( int* )( uintptr_t( player ) + 0xa28 ) &= ~2;
    *( int* )( uintptr_t( player ) + 0xA24 ) = -1;
    *( int* )( uintptr_t( player ) + 0x68 ) |= 2;
    player->effects( ) |= 8;
    
    const int backup_frame_cnt = g_global_vars->m_frame_cnt;
    g_global_vars->m_frame_cnt = -999; // bypass should_skip_anim_frame.
 
    setup_bones = true;
    player->renderable( )->setup_bones( bone, max_bones, mask, time );
    setup_bones = false;
    
    // restore frame cnt.
    g_global_vars->m_frame_cnt = backup_frame_cnt;
    
    *( int* )( uintptr_t( player ) + ( offset_force_bone - 0x1c ) ) = backup_ik;
    player->effects( ) = backup_effects;
    *( int* )( uintptr_t( player ) + 0x68 ) = backup_client_effects;
    *( int* )( uintptr_t( player ) + 0xa28 ) = backup_anim_lod_flags;
}
 
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wouldnt that cause weird visual problems for visual matrices? like backtrack chams
if u use -1 yes, cus u don't know how much bones the cache has setupped
if who`s needs
skeet setupbones:
C++:
void setup_bones( player_t* player, matrix3x4_t* bone, int max_bones, int mask, float time ) {
    const int backup_ik *( int* )( uintptr_t( player ) + ( offset_force_bone - 0x1c ) );
    const int backup_client_effects = *( int* )( uintptr_t( player ) + 0x68 );
    const int backup_effects = player->effects( ); // ( "CBaseEntity", "m_fEffects" )
    const int backup_last_non_skipped_frame_cnt = *( int* )( uintptr_t( player ) + 0xa68 );
    const int backup_anim_lod_flags = *( int* )( uintptr_t( player ) + 0xa28 );
   
    *( int* )( uintptr_t( player ) + ( offset_force_bone - 0x1c ) ) = 0;
    player->invalidate_bone_cache( );
    *( int* )( uintptr_t( player ) + 0xa68 ) = 0;
    *( int* )( uintptr_t( player ) + 0xa28 ) &= ~2;
    *( int* )( uintptr_t( player ) + 0xA24 ) = -1;
    *( int* )( uintptr_t( player ) + 0x68 ) |= 2;
    player->effects( ) |= 8;
   
    const int backup_frame_cnt = g_global_vars->m_frame_cnt;
    g_global_vars->m_frame_cnt = -999; // bypass should_skip_anim_frame.

    setup_bones = true;
    player->renderable( )->setup_bones( bone, max_bones, mask, time );
    setup_bones = false;
   
    // restore frame cnt.
    g_global_vars->m_frame_cnt = backup_frame_cnt;
   
    *( int* )( uintptr_t( player ) + ( offset_force_bone - 0x1c ) ) = backup_ik;
    player->effects( ) = backup_effects;
    *( int* )( uintptr_t( player ) + 0x68 ) = backup_client_effects;
    *( int* )( uintptr_t( player ) + 0xa28 ) = backup_anim_lod_flags;
}
missing some stuff but overall decent code, will repost proper version later
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
not the real fix, real fix is to add it to predmap, /del
some important variables are modified during prediction but aren't in the prediction datamap, so they don't get restored when the game runs prediction
u are right but my solution( yes its my old acc ) gimme accurate results w/o move vel modifier to datamap
upd:
velocity modifier is a netvar that slows your movement down whenever you get shot/hurt. this var is missing from the datamap, meaning that this value wont be copied when prediction makes frame copies, this causes prediction errors all over the place whenever these frames get restored(basically every frame)

non-sens to move it to datamap if u wanna fix ur prediction errors w/o netvar compression too
 
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not sharing my current disc tbh but might make a seperate one for projects

Just made a discord for this:
Пожалуйста, авторизуйтесь для просмотра ссылки.
not sharing my current disc tbh but might make a seperate one for projects

Just made a discord for this:
Пожалуйста, авторизуйтесь для просмотра ссылки.
drop new discord invite
 
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