Вопрос How to set ticks for shooting in ragebot?

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Ik im not doing it right, how is it correct tho?

C++:
 user_cmd->csgoUserCmd.nAttack1StartHistoryIndex = (user_cmd->csgoUserCmd.inputHistoryField.nCurrentSize - 1);
            user_cmd->csgoUserCmd.CheckAndSetBits(CSGOUSERCMD_BITS_ATTACK1START);

            user_cmd->csgoUserCmd.nAttack3StartHistoryIndex = (user_cmd->csgoUserCmd.inputHistoryField.nCurrentSize - 1);
            user_cmd->csgoUserCmd.CheckAndSetBits(CSGOUSERCMD_BITS_ATTACK3START);

            int best_tick = TIME_TO_TICKS(tick + 2);
            for (int i = 0; i < user_cmd->csgoUserCmd.inputHistoryField.nCurrentSize; i++) {
                auto tick = user_cmd->csgoUserCmd.inputHistoryField.pRep->tElements[i];

                if (tick)
                {
                    tick->nRenderTickCount = best_tick + 1;
                    tick->SetBits(INPUT_HISTORY_BITS_RENDERTICKCOUNT);
                    if (tick->cl_interp) {
                        tick->cl_interp->nSrcTick = best_tick + 1;
                        tick->SetBits(INPUT_HISTORY_BITS_CL_INTERP);
                        tick->cl_interp->nDstTick = best_tick;
                        tick->SetBits(INPUT_HISTORY_BITS_CL_INTERP);
                    }

                    if (tick->sv_interp0) {
                        tick->sv_interp0->nSrcTick = best_tick + 1;
                        tick->SetBits(INPUT_HISTORY_BITS_SV_INTERP0);
                        tick->sv_interp0->nDstTick = best_tick;
                        tick->SetBits(INPUT_HISTORY_BITS_SV_INTERP0);
                    }

                    if (tick->sv_interp1) {
                        tick->sv_interp1->nSrcTick = best_tick + 1;
                        tick->SetBits(INPUT_HISTORY_BITS_SV_INTERP1);
                        tick->sv_interp1->nDstTick = best_tick;
                        tick->SetBits(INPUT_HISTORY_BITS_SV_INTERP1);
                    }

                    if (tick->player_interp) {
                        tick->player_interp->nSrcTick = best_tick + 1;
                        tick->SetBits(INPUT_HISTORY_BITS_PLAYER_INTERP);
                        tick->player_interp->nDstTick = best_tick;
                        tick->SetBits(INPUT_HISTORY_BITS_PLAYER_INTERP);
                    }
                }
            }
 
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okay so go to createmove 21 index, find function wthi getting arguments input message and input history, find function which processing inputs and use it for proper interp setting, last argument is tick, put ur one, here u go, u have perfect interps rn
 
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okay so go to createmove 21 index, find function wthi getting arguments input message and input history, find function which processing inputs and use it for proper interp setting, last argument is tick, put ur one, here u go, u have perfect interps rn
wrong he has to get it properly from (setup_interpolation_hook(playerscenenode,&clinterp,&svinterp,&svinterp1,&playertickcount)

good way to find that function is xrefing interp


ofc cl_interp is used by the structure "CCSGOInterpolationInfoPB_CL"
clinterp only stores fraction at CCSGOInterpolationInfoPB_CL u can find it by reversing createmove / reclassing / protobufs / or set null interps and check game console
 
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wrong he has to get it properly from (setup_interpolation_hook(playerscenenode,&clinterp,&svinterp,&svinterp1,&playertickcount)

good way to find that function is xrefing interp




clinterp only stores fraction at CCSGOInterpolationInfoPB_CL u can find it by reversing createmove / reclassing / protobufs / or set null interps and check game console
i told him absolutelly same boss, if u cant find it it's okay, i can provide signature -> client.dll "E8 ? ? ? ? 8B 45 ? 3B 45 ? 7C"
 
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