Исходник Actual FSN Fix

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22 Сен 2018
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Lowkey trolled with my last fix, here's a LOT more of a proper fix. I'm sure there's additional things that can be improved upon etc, this was ideally just for anyone who's trying to paste anything together off default Supremacy.

FrameStageNotify:
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// easy to implement
// have to figure out how to hook, only thing I left out.
Address frame_stage_notify = pattern::find( m_client_dll, XOR( "55 8B EC 8B 0D ? ? ? ? 8B 01 8B 80 ? ? ? FF D0 A2" ) );

// this goes in clientdll.h
enum Stage_t {
    FRAME_UNDEFINED = -1,
    FRAME_START,
    FRAME_NET_UPDATE_START,
    FRAME_NET_UPDATE_POSTDATAUPDATE_START,
    FRAME_NET_UPDATE_POSTDATAUPDATE_END,
    FRAME_NET_UPDATE_END,
    FRAME_RENDER_START,
    FRAME_RENDER_END,
    FRAME_NET_FULL_FRAME_UPDATE_ON_REMOVE
};

void __fastcall FrameStageNotify( void* ecx, void* edx, Stage_t stage ) {
 
    if ( ( stage == FRAME_NET_FULL_FRAME_UPDATE_ON_REMOVE ) || ( stage == FRAME_UNDEFINED ) || ( stage == FRAME_START ) )
        return;

    // save stage.
    g_cl.m_stage = stage;

    // Get localplayer.
    g_cl.m_local = g_csgo.m_entlist->GetClientEntity< Player* >( g_csgo.m_engine->GetLocalPlayer() );

    if( stage == FRAME_RENDER_START )
    {
        // apply local player animated angles.
        g_cl.SetAngles( );

        // draw our custom beams.
        g_visuals.DrawBeams( );
    }

    // call og.
    g_hooks.m_client.GetOldMethod< FrameStageNotify_t >( CHLClient::FRAMESTAGENOTIFY )( this, stage );

    if (stage == FRAME_RENDER_START) {

    }

    if ( stage == FRAME_NET_UPDATE_START )
    {
        // start tracking prediction errors.
        g_csgo.m_game_movement->StartTrackPredictionErrors( g_cl.m_local );
    }

    if( stage == FRAME_NET_UPDATE_POSTDATAUPDATE_START ) {
        // update incomings sequences.
        g_cl.UpdateIncomingSequences( );

        // run our skinchanger
        g_skins.think();
    }

    if( stage == FRAME_NET_UPDATE_POSTDATAUPDATE_END ) {
        // run smoke removal
        g_visuals.NoSmoke( );

        // restore non-compressed netvars.
        g_netdata.apply();

        // apply local player animation fix.
        g_cl.UpdateAnimations( );

        // update all players.
        for( int i{ 1 }; i <= g_csgo.m_globals->m_max_clients; ++i ) {
            Player* player = g_csgo.m_entlist->GetClientEntity< Player* >( i );
            if( !player || player->m_bIsLocalPlayer( ) )
                continue;

            AimPlayer* data = &g_aimbot.m_players[ i - 1 ];
            data->OnNetUpdate( player );
        }
    }

    if( stage == FRAME_NET_UPDATE_END ) {
        // stop tracking prediction errors.
        g_csgo.m_game_movement->FinishTrackPredictionErrors( g_cl.m_local );
    }
}
 
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is the fix in the room with us?
 
what the hell is that sir
 
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