Вопрос Проблема с correction

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Кароче, трабл такой.
При дабл тапе и когда противник мувается, чит срёт в коррекшн.
я сука как только не пытался это зафиксить, нихуя не помогает.
Синьёры, легенды, легитеры, и олд хвх плееры. Хелпаните пж :roflanEbalo: , а то у меня скоро нервы сдадут.
если пикать с фейклагами, то все окей.
base - nemesis.
 
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Кароче, трабл такой.
При дабл тапе и когда противник мувается, чит срёт в коррекшн.
я сука как только не пытался это зафиксить, нихуя не помогает.
Синьёры, легенды, легитеры, и олд хвх плееры. Хелпаните пж :roflanEbalo: , а то у меня скоро нервы сдадут.
если пикать с фейклагами, то все окей.
base - nemesis.
ну и лох а не чит сделал в стенды попадает хотя бы :roflanBuldiga:
 
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first, why would u run the resolver on bots

and second


C++:
void C_TickbaseShift::AdjustPlayerTimeBaseFix( int simulation_ticks ) {
   if ( simulation_ticks < 0 )
      return;

   auto local = C_CSPlayer::GetLocalPlayer( );
   if ( !local )
      return;

   // Start in the past so that we get to the sv.time that we'll hit at the end of the
   // frame, just as we process the final command

   if ( Source::m_pGlobalVars->maxClients == 1 ) {
      // set TickBase so that player simulation tick matches gpGlobals->tickcount after
      // all commands have been executed
      local->m_nTickBase( ) = Source::m_pGlobalVars->tickcount - simulation_ticks + Source::m_pGlobalVars->simTicksThisFrame;
   } else { // multiplayer
      float flCorrectionSeconds = Math::Clamp<float>( g_Vars.sv_clockcorrection_msecs->GetFloat( ) / 1000.0f, 0.0f, 1.0f );
      int nCorrectionTicks = TIME_TO_TICKS( flCorrectionSeconds );

      // Set the target tick flCorrectionSeconds (rounded to ticks) ahead in the future. this way the client can
      // alternate around this target tick without getting smaller than gpGlobals->tickcount.
      // After running the commands simulation time should be equal or after current gpGlobals->tickcount,
      // otherwise the simulation time drops out of the client side interpolated var history window.
      int    nIdealFinalTick = Source::m_pGlobalVars->tickcount + nCorrectionTicks;

      int nEstimatedFinalTick = local->m_nTickBase( ) + simulation_ticks;

      // If client gets ahead of this, we'll need to correct
      int     too_fast_limit = nIdealFinalTick + nCorrectionTicks;
      // If client falls behind this, we'll also need to correct
      int     too_slow_limit = nIdealFinalTick - nCorrectionTicks;

      // See if we are too fast
      if ( nEstimatedFinalTick > too_fast_limit ||
           nEstimatedFinalTick < too_slow_limit ) {
         int nCorrectedTick = nIdealFinalTick - simulation_ticks + Source::m_pGlobalVars->simTicksThisFrame;

         local->m_nTickBase( ) = nCorrectedTick;
      }
   }
}
 
how to доказать всем что не еблан
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шутпоз хуйня, вот и срешь
сделай дебаглайны от позиции из которой стреляешь и куда прилетел патрон, сразу все ясно станет
 
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not a single answer relates to solving this problem so funny
on topic -
most likely u do not take into account next_shift_amount.. as I looked at ur code it is so..
so u just need to do like this:
c_lag_comp::calc_time_delta:
auto tick_base = valve::g_local_player->tick_base( );
if ( g_exploits->next_shift_amount( ) > 0 )
    tick_base -= g_exploits->next_shift_amount( );
WARNING!!!
maybe the problem is also in ur tikbase fix
or in the aimbot itself at the moment of selecting a valid record
 
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шутпоз хуйня, вот и срешь
сделай дебаглайны от позиции из которой стреляешь и куда прилетел патрон, сразу все ясно станет
спасибо, теперь я узнал, что чит стреляет левее либо правее игрока :roflanEbalo:
first, why would u run the resolver on bots

and second


C++:
void C_TickbaseShift::AdjustPlayerTimeBaseFix( int simulation_ticks ) {
   if ( simulation_ticks < 0 )
      return;

   auto local = C_CSPlayer::GetLocalPlayer( );
   if ( !local )
      return;

   // Start in the past so that we get to the sv.time that we'll hit at the end of the
   // frame, just as we process the final command

   if ( Source::m_pGlobalVars->maxClients == 1 ) {
      // set TickBase so that player simulation tick matches gpGlobals->tickcount after
      // all commands have been executed
      local->m_nTickBase( ) = Source::m_pGlobalVars->tickcount - simulation_ticks + Source::m_pGlobalVars->simTicksThisFrame;
   } else { // multiplayer
      float flCorrectionSeconds = Math::Clamp<float>( g_Vars.sv_clockcorrection_msecs->GetFloat( ) / 1000.0f, 0.0f, 1.0f );
      int nCorrectionTicks = TIME_TO_TICKS( flCorrectionSeconds );

      // Set the target tick flCorrectionSeconds (rounded to ticks) ahead in the future. this way the client can
      // alternate around this target tick without getting smaller than gpGlobals->tickcount.
      // After running the commands simulation time should be equal or after current gpGlobals->tickcount,
      // otherwise the simulation time drops out of the client side interpolated var history window.
      int    nIdealFinalTick = Source::m_pGlobalVars->tickcount + nCorrectionTicks;

      int nEstimatedFinalTick = local->m_nTickBase( ) + simulation_ticks;

      // If client gets ahead of this, we'll need to correct
      int     too_fast_limit = nIdealFinalTick + nCorrectionTicks;
      // If client falls behind this, we'll also need to correct
      int     too_slow_limit = nIdealFinalTick - nCorrectionTicks;

      // See if we are too fast
      if ( nEstimatedFinalTick > too_fast_limit ||
           nEstimatedFinalTick < too_slow_limit ) {
         int nCorrectedTick = nIdealFinalTick - simulation_ticks + Source::m_pGlobalVars->simTicksThisFrame;

         local->m_nTickBase( ) = nCorrectedTick;
      }
   }
}
first of all, my resolver is turned off. secondly, I have this code.
 
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Пожалуйста, научись гуглить:
Пожалуйста, авторизуйтесь для просмотра ссылки.
.
if tbh this is not relevant to the problem
half of the posts on UC are just crap that doesn't fix anything
take the first message: Look at the printout from cl_showerror 2.
notice the delta and how it's off by the amount of ticks you shifted.
change m_iTickbase on the clientside so that the error goes away.

by the way, this will not fix it, it will fix some prediction errors that relate to m_nTickBase on the same recharge
and as I know from the latest nemesis reverse it already has a rebuild of AdjustPlayerTimeBase so I think there shouldn’t be any prediction errors associated with m_nTickBase
 
how to доказать всем что не еблан
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if tbh this is not relevant to the problem
half of the posts on UC are just crap that doesn't fix anything
take the first message: Look at the printout from cl_showerror 2.
notice the delta and how it's off by the amount of ticks you shifted.
change m_iTickbase on the clientside so that the error goes away.

by the way, this will not fix it, it will fix some prediction errors that relate to m_nTickBase on the same recharge
and as I know from the latest nemesis reverse it already has a rebuild of AdjustPlayerTimeBase so I think there shouldn’t be any prediction errors associated with m_nTickBase
if tbh this is not relevant to the problem
half of the posts on UC are just crap that doesn't fix anything
take the first message: Look at the printout from cl_showerror 2.
notice the delta and how it's off by the amount of ticks you shifted.
change m_iTickbase on the clientside so that the error goes away.

by the way, this will not fix it, it will fix some prediction errors that relate to m_nTickBase on the same recharge
and as I know from the latest nemesis reverse it already has a rebuild of AdjustPlayerTimeBase so I think there shouldn’t be any prediction errors associated with m_nTickBase
yea but he use a rebuild from platina, which is dont have it
 
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