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 --- internal_rewrite/prediction.hpp | 95 ----------------------------------------- 1 file changed, 95 deletions(-) delete mode 100644 internal_rewrite/prediction.hpp (limited to 'internal_rewrite/prediction.hpp') diff --git a/internal_rewrite/prediction.hpp b/internal_rewrite/prediction.hpp deleted file mode 100644 index d6adb44..0000000 --- a/internal_rewrite/prediction.hpp +++ /dev/null @@ -1,95 +0,0 @@ -#pragma once -#include "vector.hpp" -#include "util.hpp" - -#include -#include - -class user_cmd_t; -class c_base_player; - -NAMESPACE_REGION( features ) - -class c_prediction -{ - user_cmd_t* m_ucmd{ }; - int m_predicted_flags{ }; - - float m_old_time; - float m_old_frametime; - int m_old_tickcount; - - int m_prediction_seed; - int m_prediction_player; - - struct player_data_t { - struct lag_velocity_record_t { - vec3_t m_velocity; - int m_tick; - }; - - void update( int ent_index ); - - float m_simtime{ }; - int m_last_choke{ }; - vec3_t m_angles{ }; - vec3_t m_velocity{ }; - vec3_t m_old_velocity{ }; - vec3_t m_position{ }; - vec3_t m_movement{ }; - bool m_valid{ }; - bool m_breaking_lc{ }; - - std::deque< lag_velocity_record_t > m_records{ }; - }; - - std::array< player_data_t, 65 > m_players; - - void run( user_cmd_t* ucmd ); -public: - // You should be using the un-predicted velocity for fake-walk. - vec3_t m_velocity{ }; - - // void local_pred( user_cmd_t* ); - - void run_command( user_cmd_t *cmd ); - - int get_predicted_flags( ) const { - return m_predicted_flags; - } - - bool is_breaking_lc( int ent ) const { - return m_players[ ent ].m_breaking_lc; - } - - inline player_data_t get_player_data( int ent_index ) { - return m_players[ ent_index ]; - } - - player_data_t m_player; - - //gamemovement functions - vec3_t full_walk_move( c_base_player*, int ); - void check_jump_button( c_base_player*, vec3_t&, vec3_t& ); - void start_gravity( c_base_player*, vec3_t&, vec3_t& ); - void finish_gravity( c_base_player*, vec3_t&, vec3_t& ); - void friction( c_base_player*, vec3_t&, vec3_t& ); - void air_move( c_base_player*, vec3_t&, vec3_t&, vec3_t&, vec3_t& ); - void air_accelerate( c_base_player*, vec3_t&, vec3_t&, vec3_t&, float ); - // void walk_move( c_base_player*, vec3_t&, vec3_t& ); - bool categorize_position( c_base_player*, vec3_t&, vec3_t& ); - void check_velocity( c_base_player*, vec3_t&, vec3_t& ); - void try_player_move( c_base_player*, vec3_t&, vec3_t& ); - - void frame_stage_notify( ); - vec3_t aimware_extrapolate( c_base_player* ent, vec3_t origin, vec3_t& velocity ); - void predict_player( c_base_player* player ); - int get_predicted_choke( int ); - vec3_t extrapolate_player( c_base_player*, int ); - void trace_player_bbox( c_base_player*, const vec3_t& start, const vec3_t& end, CGameTrace* pm ); - void try_touch_ground( c_base_player*, const vec3_t& start, const vec3_t& end, const vec3_t& mins, const vec3_t& maxs, CGameTrace* pm ); - void try_touch_ground_in_quadrants( c_base_player*, const vec3_t& start, const vec3_t& end, CGameTrace* pm ); - -}; - -END_REGION -- cgit v1.2.3