From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: 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 --- cheat/gmod/prediction.cpp | 111 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 111 insertions(+) create mode 100644 cheat/gmod/prediction.cpp (limited to 'cheat/gmod/prediction.cpp') 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 -- cgit v1.2.3