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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/gmod/prediction.cpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/gmod/prediction.cpp')
-rw-r--r--cheat/gmod/prediction.cpp111
1 files changed, 111 insertions, 0 deletions
diff --git a/cheat/gmod/prediction.cpp b/cheat/gmod/prediction.cpp
new file mode 100644
index 0000000..ebfea5b
--- /dev/null
+++ b/cheat/gmod/prediction.cpp
@@ -0,0 +1,111 @@
+#include "prediction.hpp"
+#include "hooks.hpp"
+#include "context.hpp"
+
+NAMESPACE_REGION( features )
+
+void c_prediction::predict_player( c_base_player* player ) {
+ static uintptr_t run_command_address = g_gmod.m_prediction->get_old_function< uintptr_t >( 17 );
+ static uintptr_t set_prediction_random_seed_address = ( run_command_address + 0x21 + 4 + *( uintptr_t* )( run_command_address + 0x21 ) );
+
+
+ CMoveData move_data{ };
+ auto ce = player->ce( );
+
+ float old_curtime = g_gmod.m_globals->m_curtime;
+ float old_frametime = g_gmod.m_globals->m_frametime;
+
+ int backup_tickbase = player->m_nTickBase( );
+ int backup_simtime = player->m_flSimulationTime( );
+
+
+ //random seed is already being calculated and set in createmove
+ **( uintptr_t** )( set_prediction_random_seed_address + 0xC ) = g_ctx.get_last_cmd( )->m_random_seed; //prediction seed
+ **( uintptr_t** )( run_command_address + 0x2F ) = uintptr_t( g_ctx.m_local ); //prediction player
+
+ //start prediction
+ g_gmod.m_game_movement( )->StartTrackPredictionErrors( ce );
+
+ //run prediction
+ g_gmod.m_prediction( )->SetupMove( ce, *player->get< user_cmd_t** >( 0x24B0 ), g_gmod.m_move_helper( ), &move_data );
+ g_gmod.m_game_movement( )->ProcessMovement( ce, &move_data );
+ g_gmod.m_prediction( )->FinishMove( ce, *player->get< user_cmd_t** >( 0x24B0 ), &move_data );
+
+ //finish prediction
+ g_gmod.m_game_movement( )->FinishTrackPredictionErrors( ce );
+
+ **( uintptr_t** )( set_prediction_random_seed_address + 0xC ) = 0xffffffff;
+ **( uintptr_t*** )( run_command_address + 0x2F ) = nullptr;
+
+ player->m_nTickBase( ) = backup_tickbase;
+ player->m_flSimulationTime( ) = backup_simtime;
+
+ g_gmod.m_globals->m_curtime = old_curtime;
+ g_gmod.m_globals->m_frametime = old_frametime;
+}
+
+void c_prediction::run( user_cmd_t* ucmd ) {
+ if ( !ucmd || !g_ctx.m_local || !g_ctx.m_local->is_alive( ) )
+ return;
+
+ static uintptr_t run_command_address = g_gmod.m_prediction->get_old_function< uintptr_t >( 17 );
+ static uintptr_t relative_call_addr = run_command_address + 0x21;
+ static uintptr_t set_prediction_random_seed_address = ( relative_call_addr + 4 + *( uintptr_t* )( relative_call_addr ) );
+
+ static auto sv_footsteps = g_gmod.m_cvar( )->FindVar( "sv_footsteps" );
+
+ CMoveData move_data{ };
+ IClientEntity* local_ent = g_ctx.m_local->ce( );
+
+ //backup data
+ int old_buttons = ucmd->m_buttons;
+ float old_curtime = g_gmod.m_globals->m_curtime;
+ float old_frame_time = g_gmod.m_globals->m_frametime;
+ int old_tickbase = g_ctx.m_local->m_nTickBase( );
+ int old_flags = g_ctx.m_local->m_fFlags( );
+ MoveType_t old_move_type = g_ctx.m_local->m_nMoveType( );
+ vec3_t old_velocity = g_ctx.m_local->m_vecVelocity( );
+ int old_sv_flags = sv_footsteps->m_flags;
+
+ sv_footsteps->m_flags = 0;
+ sv_footsteps->m_nvalue = 0;
+
+ //set globals
+ g_gmod.m_globals->m_curtime = g_gmod.m_globals->m_interval_per_tick * old_tickbase;
+ g_gmod.m_globals->m_frametime = g_gmod.m_globals->m_interval_per_tick;
+
+ //random seed is already being calculated and set in createmove
+ **( uintptr_t** )( set_prediction_random_seed_address + 0xC ) = ucmd->m_random_seed; //prediction seed
+ **( uintptr_t** )( run_command_address + 0x2F ) = uintptr_t( g_ctx.m_local ); //prediction player
+
+ //start prediction
+ g_gmod.m_game_movement( )->StartTrackPredictionErrors( local_ent );
+
+ //run prediction
+ g_gmod.m_prediction( )->SetupMove( local_ent, ucmd, nullptr, &move_data );
+ g_gmod.m_game_movement( )->ProcessMovement( local_ent, &move_data );
+ g_gmod.m_prediction( )->FinishMove( local_ent, ucmd, &move_data );
+
+ //finish prediction
+ g_gmod.m_game_movement( )->FinishTrackPredictionErrors( local_ent );
+
+ **( uintptr_t** )( set_prediction_random_seed_address + 0xC ) = 0xffffffff;
+ **( uintptr_t*** )( run_command_address + 0x2F ) = nullptr;
+
+ //good to have, can be used for edge jump and such
+ m_predicted_flags = g_ctx.m_local->m_fFlags( );
+
+ //restore
+ ucmd->m_buttons = old_buttons;
+ g_gmod.m_globals->m_curtime = old_curtime;
+ g_gmod.m_globals->m_frametime = old_frame_time;
+ g_ctx.m_local->m_nTickBase( ) = old_tickbase;
+ g_ctx.m_local->m_fFlags( ) = old_flags;
+ g_ctx.m_local->m_nMoveType( ) = old_move_type;
+ g_ctx.m_local->m_vecVelocity( ) = old_velocity;
+
+ sv_footsteps->m_nvalue = 1;
+ sv_footsteps->m_flags = old_sv_flags;
+}
+
+END_REGION \ No newline at end of file