Вопрос How to hit backtrack?

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8 Янв 2023
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How can I hit backtrack? Right now im settings nRenderTickCount to TIME_TO_TICKS(sim_time) + 2. What else do I have to do?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
How can I hit backtrack? Right now im settings nRenderTickCount to TIME_TO_TICKS(sim_time) + 2. What else do I have to do?
1. set cl_interp, sv_interp0, sv_interp1, player_interp to ur shoot tick and m_flFraction to zero
2. set render tickcount to ur shoot tick
3. set player tickcount to ur shoot tick and set player tick fraction again to ur shoot tick
 
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Реакции: mj12
1. set cl_interp, sv_interp0, sv_interp1, player_interp to ur shoot tick and m_flFraction to zero
2. set render tickcount to ur shoot tick
3. set player tickcount to ur shoot tick and set player tick fraction again to ur shoot tick
not only is this a bad & vague answer, its also completely incorrect in every aspect
 
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Реакции: mj12
but its working? working! what u need for free, proper clear and best method? nah, again kids trying to be "better" than others hhhh
forgive me but he legit said to set fraction ( a float clamped between 0.0 to 1.0 ) to shoot "tick". Gentlemen, this is not right.

Furthermore, " shoot tick " is insanely vague, and the interps is wrong. So?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
forgive me but he legit said to set fraction ( a float clamped between 0.0 to 1.0 ) to shoot "tick". Gentlemen, this is not right.

Furthermore, " shoot tick " is insanely vague, and the interps is wrong. So?
sorry of course but the value of m_flFraction in old game updates was 0.999 after the update it is related to sv_quantize_movement_input and now the game in this area which related to m_flFraction does not perceive fractional values you can find all the information here -> E8 ? ? ? ? 8B 45 ? 3B 45 ? 7C @client.dll
 
1. set cl_interp, sv_interp0, sv_interp1, player_interp to ur shoot tick and m_flFraction to zero
2. set render tickcount to ur shoot tick
3. set player tickcount to ur shoot tick and set player tick fraction again to ur shoot tick
uh, wdym by setting interps to shoot tick, like setting the 2 ticks in interp classes to simTime * 1 / 64?

Also setting fraction to shoot tick seems weird, are you sure thats correct?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
uh, wdym by setting interps to shoot tick, like setting the 2 ticks in interp classes to simTime * 1 / 64?

Also setting fraction to shoot tick seems weird, are you sure thats correct?
shoot tick is time_to_ticks( record->m_sim_time ) + 2
and u need to set m_fraction to zero
 
shoot tick is time_to_ticks( record->m_sim_time ) + 2
and u need to set m_fraction to zero
well thats what im doing and its not working:


C++:
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const auto iBestTick = TIME_TO_TICKS(flSimulationTime) + 2;

            for (int i = 0; i < iHistorySize; i++) {
                auto pInputEntry = pUserCmd->GetInputHistoryEntry(i);

                if (!pInputEntry)
                    continue;

                if (!pInputEntry->pClInterp)
                    pInputEntry->pClInterp = pInputEntry->CreateCLInterpMessage();

                pInputEntry->pClInterp->flFraction = 0.f;

                if (!pInputEntry->pSvInterp0)
                    pInputEntry->pSvInterp0 = pInputEntry->CreateInterpMessage();

                pInputEntry->pSvInterp0->nSrcTick = iBestTick;
                pInputEntry->pSvInterp0->nDstTick = iBestTick;
                pInputEntry->pSvInterp0->flFraction = 0.f;

                if (!pInputEntry->pSvInterp1)
                    pInputEntry->pSvInterp1 = pInputEntry->CreateInterpMessage();

                pInputEntry->pSvInterp1->nSrcTick = iBestTick;
                pInputEntry->pSvInterp1->nDstTick = iBestTick;
                pInputEntry->pSvInterp1->flFraction = 0.f;

                if (!pInputEntry->pPlayerInterp)
                    pInputEntry->pPlayerInterp = pInputEntry->CreateInterpMessage();

                pInputEntry->pPlayerInterp->nSrcTick = iBestTick;
                pInputEntry->pPlayerInterp->nDstTick = iBestTick;
                pInputEntry->pPlayerInterp->flFraction = 0.f;

                if (!pInputEntry->pViewAngles)
                    pInputEntry->pViewAngles = pInputEntry->CreateQAngleMessage();

                pInputEntry->pViewAngles->angValue = angLook;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_VIEWANGLES);

                pInputEntry->iRenderTickCount = iBestTick;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_RENDERTICKCOUNT);

                pInputEntry->flRenderTickFraction = 0.f;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_RENDERTICKFRACTION);

                pInputEntry->iPlayerTickCount = iBestTick;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_PLAYERTICKCOUNT);

                pInputEntry->flPlayerTickFraction = 0.f;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_PLAYERTICKFRACTION);
            }
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
well thats what im doing and its not working:


C++:
Expand Collapse Copy
const auto iBestTick = TIME_TO_TICKS(flSimulationTime) + 2;

            for (int i = 0; i < iHistorySize; i++) {
                auto pInputEntry = pUserCmd->GetInputHistoryEntry(i);

                if (!pInputEntry)
                    continue;

                if (!pInputEntry->pClInterp)
                    pInputEntry->pClInterp = pInputEntry->CreateCLInterpMessage();

                pInputEntry->pClInterp->flFraction = 0.f;

                if (!pInputEntry->pSvInterp0)
                    pInputEntry->pSvInterp0 = pInputEntry->CreateInterpMessage();

                pInputEntry->pSvInterp0->nSrcTick = iBestTick;
                pInputEntry->pSvInterp0->nDstTick = iBestTick;
                pInputEntry->pSvInterp0->flFraction = 0.f;

                if (!pInputEntry->pSvInterp1)
                    pInputEntry->pSvInterp1 = pInputEntry->CreateInterpMessage();

                pInputEntry->pSvInterp1->nSrcTick = iBestTick;
                pInputEntry->pSvInterp1->nDstTick = iBestTick;
                pInputEntry->pSvInterp1->flFraction = 0.f;

                if (!pInputEntry->pPlayerInterp)
                    pInputEntry->pPlayerInterp = pInputEntry->CreateInterpMessage();

                pInputEntry->pPlayerInterp->nSrcTick = iBestTick;
                pInputEntry->pPlayerInterp->nDstTick = iBestTick;
                pInputEntry->pPlayerInterp->flFraction = 0.f;

                if (!pInputEntry->pViewAngles)
                    pInputEntry->pViewAngles = pInputEntry->CreateQAngleMessage();

                pInputEntry->pViewAngles->angValue = angLook;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_VIEWANGLES);

                pInputEntry->iRenderTickCount = iBestTick;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_RENDERTICKCOUNT);

                pInputEntry->flRenderTickFraction = 0.f;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_RENDERTICKFRACTION);

                pInputEntry->iPlayerTickCount = iBestTick;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_PLAYERTICKCOUNT);

                pInputEntry->flPlayerTickFraction = 0.f;
                pInputEntry->SetBits(INPUT_HISTORY_BITS_PLAYERTICKFRACTION);
            }

pInputEntry->flRenderTickFraction = 0.f; del and pInputEntry->flPlayerTickFraction = 0.f; too
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Can you send your CCSGOInputHistoryEntryPB?
C++:
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struct base_input_history_entry_t : public base_user_cmd_info_t {
    msg_angle_t*                      m_view_angles{};
    base_client_interpolation_info_t* cl_interp{};
    base_interpolaion_info_t*         sv_interp0{};
    base_interpolaion_info_t*         sv_interp1{};
    base_interpolaion_info_t*         player_interp{};
    msg_vec_t*                        m_shoot_position{};
    std::uint8_t                      pad0[ 24u ]{};
    int                               m_render_tick_count{};
    float                             m_render_fraction{};
    int                               m_player_tick_count{};
    float                             m_player_fraction{};
    std::uint8_t                      pad1[ 8u ]{};
};
 
C++:
Expand Collapse Copy
struct base_input_history_entry_t : public base_user_cmd_info_t {
    msg_angle_t*                      m_view_angles{};
    base_client_interpolation_info_t* cl_interp{};
    base_interpolaion_info_t*         sv_interp0{};
    base_interpolaion_info_t*         sv_interp1{};
    base_interpolaion_info_t*         player_interp{};
    msg_vec_t*                        m_shoot_position{};
    std::uint8_t                      pad0[ 24u ]{};
    int                               m_render_tick_count{};
    float                             m_render_fraction{};
    int                               m_player_tick_count{};
    float                             m_player_fraction{};
    std::uint8_t                      pad1[ 8u ]{};
};
arent interps null ?
 
tbh all u need to set is RenderTickCount lol
 
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