#include "prediction.hpp" #include "hooks.hpp" #include "context.hpp" NAMESPACE_REGION( features ) void c_prediction::player_data_t::update( int ent_index ) { auto player = g_csgo.m_entlist( )->GetClientEntity( ent_index ); if( !player || !player->is_valid( ) || player == g_ctx.m_local ) { m_valid = false; return; } float simtime = player->m_flSimulationTime( ); if( std::abs( simtime - m_simtime ) ) { float delta = std::abs( m_simtime - simtime ); if( !m_valid ) { m_old_velocity = player->m_vecVelocity( ); } else { m_last_choke = TIME_TO_TICKS( delta ); m_old_velocity = m_velocity; m_breaking_lc = player->m_vecOrigin( ).dist_to( m_position ) > 64; } m_velocity = player->get_animdata( ).m_last_velocity; m_position = player->m_vecOrigin( ); m_valid = true; if( m_breaking_lc ) m_records.push_front( { m_velocity, m_last_choke } ); } m_simtime = simtime; while( m_records.size( ) > 32 ) m_records.pop_back( ); } void c_prediction::frame_stage_notify( ) { for( int i{ 1 }; i < 65; ++i ) { m_players[ i ].update( i ); } } int c_prediction::get_predicted_choke( int idx ) { auto& data = m_players[ idx ]; int adaptive_dtc = 0; int static_dtc = 0; int min_choke = 16; int max_choke = 0; if( !data.m_records.empty( ) ) { int prev_choke = data.m_last_choke; float last_dist = 0.f; for( auto& it : data.m_records ) { if( it.m_tick == prev_choke ) static_dtc++; float speed = it.m_velocity.length2d( ); float dist = speed * it.m_tick * TICK_INTERVAL( ); if( dist > 62.f && std::abs( last_dist - dist ) < 12.f ) adaptive_dtc++; prev_choke = it.m_tick; last_dist = dist; min_choke = math::min( it.m_tick, min_choke ); max_choke = math::max( it.m_tick, max_choke ); } } if( adaptive_dtc > 10 ) { return TIME_TO_TICKS( 64.f / data.m_velocity.length2d( ) ) + 1; } else if( static_dtc > 16 || data.m_records.empty( ) ) { return data.m_last_choke; } float factor = math::random_number( 0.f, 1.f ); return ( 1.0f - factor ) * min_choke + factor * max_choke; } vec3_t c_prediction::aimware_extrapolate( c_base_player* ent, vec3_t origin, vec3_t& velocity ) { static auto sv_jump_impulse = g_csgo.m_cvar( )->FindVar( xors( "sv_jump_impulse" ) ); static auto sv_gravity = g_csgo.m_cvar( )->FindVar( xors( "sv_gravity" ) ); auto min = ent->m_vecMins( ); auto max = ent->m_vecMaxs( ); auto start = origin; auto end = start + velocity * TICK_INTERVAL( ); CTraceFilter f; CGameTrace tr; Ray_t ray; ray.Init( start, end, min, max ); f.pSkip = ent; g_csgo.m_trace( )->TraceRay( ray, MASK_PLAYERSOLID, &f, &tr ); if( tr.fraction != 1.f ) { for( int i{ }; i < 2; ++i ) { velocity -= tr.plane.normal * velocity.dot( tr.plane.normal ); auto dot = velocity.dot( tr.plane.normal ); if( dot < 0.f ) { velocity -= dot * tr.plane.normal; } end = tr.endpos + ( velocity * TICK_INTERVAL( ) * ( 1.f - tr.fraction ) ); ray.Init( tr.endpos, end, min, max ); g_csgo.m_trace( )->TraceRay( ray, MASK_PLAYERSOLID, &f, &tr ); if( tr.fraction == 1.f ) break; } } end = tr.endpos; end.z -= 2.f; ray.Init( tr.endpos, end, min, max ); g_csgo.m_trace( )->TraceRay( ray, MASK_PLAYERSOLID, &f, &tr ); if( tr.fraction != 1.f && tr.plane.normal.z > 0.7f ) { velocity.z = sv_jump_impulse->get_float( ); } else { velocity.z -= sv_gravity->get_float( ) * TICK_INTERVAL( ); } return tr.endpos; } vec3_t c_prediction::full_walk_move( c_base_player* player, int ticks ) { auto index = player->ce( )->GetIndex( ); auto data = get_player_data( index ); vec3_t origin = data.m_position; vec3_t velocity = data.m_velocity; vec3_t old_velocity = data.m_velocity; vec3_t acceleration; bool is_on_ground = player->m_fFlags( ) & FL_ONGROUND; m_player = data; if( !data.m_valid ) return origin; float velocity_dir = RAD2DEG( atan2( velocity.y, velocity.x ) ); float angle_dir = velocity_dir - RAD2DEG( atan2( data.m_old_velocity.y, data.m_old_velocity.x ) ); angle_dir *= TICKS_TO_TIME( data.m_last_choke ); if( velocity_dir <= 180.f ) { if( velocity_dir < -180.f ) velocity_dir += 360.f; } else { velocity_dir -= 360.f; } float length = velocity.length2d( ); for( int i{ }; i < ticks; ++i ) { float extrapolated_dir = velocity_dir + angle_dir; velocity.x = cos( DEG2RAD( extrapolated_dir ) ) * length; velocity.y = sin( DEG2RAD( extrapolated_dir ) ) * length; // hey.... fix please In Fucking Correct start_gravity( player, origin, velocity ); if( is_on_ground ) { check_jump_button( player, origin, velocity ); // Won't jump all the time } if( is_on_ground ) { //velocity.z = 0.f; go to hell friction( player, origin, velocity ); } check_velocity( player, origin, velocity ); // fuck walking if( !is_on_ground ) { air_move( player, origin, velocity, old_velocity, acceleration ); } try_player_move( player, origin, velocity ); is_on_ground = categorize_position( player, origin, velocity ); check_velocity( player, origin, velocity ); finish_gravity( player, origin, velocity ); if( is_on_ground ) { velocity.z = 0.f; } old_velocity = velocity; velocity_dir = extrapolated_dir; } return origin; } void c_prediction::check_jump_button( c_base_player* player, vec3_t& origin, vec3_t& velocity ) { static auto sv_jump_impulse = g_csgo.m_cvar( )->FindVar( xors( "sv_jump_impulse" ) ); float ground_factor = 1.f; vec3_t ground_point = origin; ground_point.z -= 2.f; CGameTrace pm; trace_player_bbox( player, origin, ground_point, &pm ); if( pm.m_pEnt ) { auto surface_data = g_csgo.m_phys_props( )->GetSurfaceData( pm.surface.surfaceProps ); if( surface_data ) { ground_factor = surface_data->game.jumpfactor; } } if( !ground_factor ) { ground_factor = 1.f; } //if( player->m_fFlags( ) & FL_DUCKING ) { //velocity.z += ground_factor * sv_jump_impulse->get_float( ); // how they do it in csgo //} //else { velocity.z = ground_factor * sv_jump_impulse->get_float( ); //} finish_gravity( player, origin, velocity ); } void c_prediction::start_gravity( c_base_player* player, vec3_t& origin, vec3_t& velocity ) { static auto sv_gravity = g_csgo.m_cvar( )->FindVar( xors( "sv_gravity" ) ); float m_flGravity = player->m_flGravity( ); //if( !m_flGravity ) { m_flGravity = 1.f; //} velocity.z -= ( m_flGravity * sv_gravity->get_float( ) * 0.5f * TICK_INTERVAL( ) ); check_velocity( player, origin, velocity ); } void c_prediction::finish_gravity( c_base_player* player, vec3_t& origin, vec3_t& velocity ) { static auto sv_gravity = g_csgo.m_cvar( )->FindVar( xors( "sv_gravity" ) ); float m_flGravity = player->m_flGravity( ); //if( !m_flGravity ) { m_flGravity = 1.f; //} velocity.z -= ( m_flGravity * sv_gravity->get_float( ) * 0.5f * TICK_INTERVAL( ) ); check_velocity( player, origin, velocity ); } void c_prediction::friction( c_base_player* player, vec3_t& origin, vec3_t& velocity ) { static auto sv_friction = g_csgo.m_cvar( )->FindVar( xors( "sv_friction" ) ); static auto sv_stopspeed = g_csgo.m_cvar( )->FindVar( xors( "sv_stopspeed" ) ); const float m_surfaceFriction = player->m_surfaceFriction( ); float speed = velocity.length( ); if( speed < 0.1f ) return; float friction = sv_friction->get_float( ) * m_surfaceFriction; float control = ( speed < sv_stopspeed->get_float( ) ) ? sv_stopspeed->get_float( ) : speed; float drop = control * friction * TICK_INTERVAL( ); float newspeed = speed - drop; if( newspeed < 0.f ) newspeed = 0.f; if( newspeed != speed ) { newspeed /= speed; velocity *= newspeed; } } void c_prediction::air_move( c_base_player* player, vec3_t& origin, vec3_t& velocity, vec3_t& old_velocity, vec3_t& acceleration ) { vec3_t wishvel; vec3_t wishdir; float wishspeed; vec3_t forward, right, up; //fmove = m_player.m_movement.x; //smove = m_player.m_movement.y; // //math::angle_vectors( m_player.m_angles, &forward, &right, &up ); // //forward.z = right.z = 0.f; // //forward.normalize_vector( ); //right.normalize_vector( ); // //for( int i{ }; i < 2; ++i ) { // wishvel[ i ] = forward[ i ] * fmove + right[ i ] * smove; //} wishvel = velocity; wishvel[ 2 ] = 0.f; wishdir = wishvel; wishdir.normalize_vector( ); wishspeed = acceleration.length( ); // probably wrong air_accelerate( player, origin, old_velocity, wishdir, wishspeed ); } void c_prediction::air_accelerate( c_base_player* player, vec3_t& origin, vec3_t& velocity, vec3_t& wishdir, float wishspeed ) { static auto sv_airaccelerate = g_csgo.m_cvar( )->FindVar( xors( "sv_airaccelerate" ) ); float wishspd = wishspeed; if( wishspd > 30.f ) wishspd = 30.f; float currentspeed = velocity.dot( wishdir ); float addspeed = wishspd - currentspeed; if( addspeed <= 0 ) return; float accelspeed = sv_airaccelerate->get_float( ) * wishspeed * TICK_INTERVAL( ); if( accelspeed > addspeed ) accelspeed = addspeed; for( int i{ }; i < 2; ++i ) { velocity[ i ] += accelspeed * wishdir[ i ]; } } void c_prediction::try_player_move( c_base_player* player, vec3_t& origin, vec3_t& velocity ) { CGameTrace pm; vec3_t end_pos = origin + velocity * TICK_INTERVAL( ); trace_player_bbox( player, origin, end_pos, &pm ); if( pm.fraction != 1.f ) { end_pos = pm.endpos; } origin = end_pos; } //there are supposed to be some ladder checks etc here, but we're really only supposed to be doing this when people are breaking lag comp etc //also ugly code, please fix :( bool c_prediction::categorize_position( c_base_player* player, vec3_t& origin, vec3_t& velocity ) { constexpr float NON_JUMP_VELOCITY = 140.f; vec3_t ground_point = origin; bool is_moving_up_rapidally = velocity.z > NON_JUMP_VELOCITY; CGameTrace pm; ground_point.z -= 2.f; if( is_moving_up_rapidally ) { return false; } else { trace_player_bbox( player, origin, ground_point, &pm ); if( !pm.m_pEnt || pm.plane.normal.z < 0.7 ) { try_touch_ground_in_quadrants( player, origin, ground_point, &pm ); if( !pm.m_pEnt || pm.plane.normal.z < 0.7 ) { return false; } else { return true; } } else { return true; } } return true; } void c_prediction::check_velocity( c_base_player* player, vec3_t& origin, vec3_t& velocity ) { static auto sv_max_velocity = g_csgo.m_cvar( )->FindVar( xors( "sv_maxvelocity" ) ); const float max_velocity = sv_max_velocity->get_float( ); for( int i{ }; i < 3; ++i ) { if( !std::isfinite( velocity[ i ] ) ) { velocity[ i ] = 0.f; } if( !std::isfinite( origin[ i ] ) ) { origin[ i ] = 0.f; } velocity[ i ] = std::clamp( velocity[ i ], -max_velocity, max_velocity ); } } // https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/shared/gamemovement.cpp#L2025 vec3_t c_prediction::extrapolate_player( c_base_player* player, int ticks ) { static auto sv_gravity = g_csgo.m_cvar( )->FindVar( xors( "sv_gravity" ) ); static auto sv_jump_impulse = g_csgo.m_cvar( )->FindVar( xors( "sv_jump_impulse" ) ); auto index = player->ce( )->GetIndex( ); auto data = get_player_data( index ); vec3_t& m_vecBaseVelocity = player->get< vec3_t >( 0x11C ); vec3_t predicted( data.m_position ); vec3_t velocity( data.m_velocity ); vec3_t acceleration{ }; if( !data.m_valid ) return predicted; float velocity_dir = RAD2DEG( atan2( velocity.y, velocity.x ) ); float angle_dir = velocity_dir - RAD2DEG( atan2( data.m_old_velocity.y, data.m_old_velocity.x ) ); angle_dir *= TICKS_TO_TIME( data.m_last_choke ); if( velocity_dir <= 180.f ) { if( velocity_dir < -180.f ) velocity_dir += 360.f; } else { velocity_dir -= 360.f; } float length = velocity.length2d( ); float dir = velocity_dir; for( int i = 0; i < ticks; ++i ) { float extrapolated_dir = velocity_dir + angle_dir; velocity.x = cos( DEG2RAD( extrapolated_dir ) ) * length; velocity.y = sin( DEG2RAD( extrapolated_dir ) ) * length; predicted = aimware_extrapolate( player, predicted, velocity ); velocity_dir = extrapolated_dir; } return predicted; } void c_prediction::trace_player_bbox( c_base_player* player, const vec3_t& start, const vec3_t& end, CGameTrace* pm ) { Ray_t ray; ray.Init( start, end, player->m_vecMins( ), player->m_vecMaxs( ) ); CTraceFilter filter; filter.pSkip = player; g_csgo.m_trace( )->TraceRay( ray, MASK_SOLID & ~CONTENTS_MONSTER, &filter, pm ); } void c_prediction::try_touch_ground( c_base_player* player, const vec3_t& start, const vec3_t& end, const vec3_t& mins, const vec3_t& maxs, CGameTrace* pm ) { Ray_t ray; ray.Init( start, end, mins, maxs ); CTraceFilter filter; filter.pSkip = player; g_csgo.m_trace( )->TraceRay( ray, MASK_SOLID & ~CONTENTS_MONSTER, &filter, pm ); } void c_prediction::try_touch_ground_in_quadrants( c_base_player* player, const vec3_t& start, const vec3_t& end, CGameTrace* pm ) { vec3_t mins, maxs; vec3_t mins_src = player->m_vecMins( ); vec3_t maxs_src = player->m_vecMaxs( ); float fraction = pm->fraction; vec3_t end_pos = pm->endpos; mins = mins_src; maxs = vec3_t( std::min( 0.f, maxs_src.x ), std::min( 0.f, maxs_src.y ), maxs_src.z ); try_touch_ground( player, start, end, mins, maxs, pm ); if( pm->m_pEnt && pm->plane.normal.z >= 0.7 ) { pm->fraction = fraction; pm->endpos = end_pos; return; } mins = vec3_t( std::max( 0.f, mins_src.x ), std::max( 0.f, mins_src.y ), mins_src.z ); maxs = maxs_src; try_touch_ground( player, start, end, mins, maxs, pm ); if( pm->m_pEnt && pm->plane.normal.z >= 0.7 ) { pm->fraction = fraction; pm->endpos = end_pos; return; } mins = vec3_t( mins_src.x, std::max( 0.f, mins_src.y ), mins_src.z ); maxs = vec3_t( std::min( 0.f, maxs_src.x ), maxs_src.y, maxs_src.z ); try_touch_ground( player, start, end, mins, maxs, pm ); if( pm->m_pEnt && pm->plane.normal.z >= 0.7 ) { pm->fraction = fraction; pm->endpos = end_pos; return; } mins = vec3_t( std::max( 0.f, mins_src.x ), mins_src.y, mins_src.z ); maxs = vec3_t( maxs_src.x, std::min( 0.f, maxs_src.y ), maxs_src.z ); try_touch_ground( player, start, end, mins, maxs, pm ); if( pm->m_pEnt && pm->plane.normal.z >= 0.7 ) { pm->fraction = fraction; pm->endpos = end_pos; return; } pm->fraction = fraction; pm->endpos = end_pos; } // This is extremely gay, don't use it. // void c_prediction::local_pred( user_cmd_t* ucmd ) { // if( !ucmd || !g_ctx.m_local || !g_ctx.m_local->is_alive( ) ) // return; // // static uintptr_t run_command_address = g_csgo.m_prediction->get_old_function< uintptr_t >( 19 ); // // CMoveData move_data{ }; // IClientEntity* local_ent = g_ctx.m_local->ce( ); // // //backup data // int old_buttons = ucmd->m_buttons; // float old_curtime = g_csgo.m_globals->m_curtime; // float old_frame_time = g_csgo.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( ); // // //set globals // g_csgo.m_globals->m_curtime = g_csgo.m_globals->m_interval_per_tick * old_tickbase; // g_csgo.m_globals->m_frametime = g_csgo.m_globals->m_interval_per_tick; // // //random seed is already being calculated and set in createmove // **( uintptr_t** )( run_command_address + 0x3E ) = ucmd->m_random_seed; //prediction seed // **( uintptr_t** )( run_command_address + 0x54 ) = uintptr_t( g_ctx.m_local ); //prediction player // // //start prediction // g_csgo.m_move_helper( )->SetHost( local_ent ); // g_csgo.m_game_movement( )->StartTrackPredictionErrors( local_ent ); // // //run prediction // g_csgo.m_prediction( )->SetupMove( local_ent, ucmd, g_csgo.m_move_helper( ), &move_data ); // g_csgo.m_game_movement( )->ProcessMovement( local_ent, &move_data ); // g_csgo.m_prediction( )->FinishMove( local_ent, ucmd, &move_data ); // // //finish prediction // g_csgo.m_game_movement( )->FinishTrackPredictionErrors( local_ent ); // g_csgo.m_move_helper( )->SetHost( nullptr ); // // **( uintptr_t** )( run_command_address + 0x3E ) = 0xffffffff; // **( uintptr_t*** )( run_command_address + 0x54 ) = 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_csgo.m_globals->m_curtime = old_curtime; // g_csgo.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; // } void c_prediction::pre_run_command( ) { // The game does not advance the tickbase if the engine is paused. if ( g_csgo.m_prediction( )->m_bEnginePaused ) return; auto *cl = g_csgo.m_global_state->get_client_state( ); // Ideally, you should only be doing this if the last stage is // FRAME_NET_UPDATE_END. if ( cl && cl->m_delta_tick >= 0 ) { // This should fix the issues when bunny-hopping on a low frame-rate. g_csgo.m_prediction( )->Update( cl->m_delta_tick, cl->m_delta_tick > 0, cl->m_last_acknowledged_cmd, cl->m_lastoutgoingcommand + cl->m_chokedcommands ); } } // This code got nasty after a while, imo. You can clean it up if you care enough. void c_prediction::run_command( user_cmd_t *ucmd ) { CMoveData movedata{ }; if ( !ucmd || !g_csgo.m_engine( )->IsConnected( ) || !g_csgo.m_engine( )->IsInGame( ) || !g_csgo.m_move_helper.get( ) ) return; // Time saver. auto *player = g_ctx.m_local; auto *player_ce = player->ce( ); if ( !player || !player_ce ) return; // Set random seed and player. if ( !m_prediction_seed || !m_prediction_player ) { m_prediction_seed = *reinterpret_cast< int * >( g_csgo.m_prediction->get_old_function< uint32_t >( 19 ) + 0x30 ); m_prediction_player = *reinterpret_cast< int * >( g_csgo.m_prediction->get_old_function< uint32_t >( 19 ) + 0x3E ); } *reinterpret_cast< int * >( m_prediction_seed ) = ucmd ? ucmd->m_random_seed : -1; *reinterpret_cast< uint32_t * >( m_prediction_player ) = uint32_t( player ); // Copy user command to m_pCurrentCommand and m_pPlayerCommand. int backup_buttons = ucmd->m_buttons; float backup_forwardmove = ucmd->m_forwardmove; float backup_sidemove = ucmd->m_sidemove; ucmd->m_forwardmove = ucmd->m_sidemove = 0.f; ucmd->m_buttons &= ~( IN_BACK | IN_FORWARD | IN_MOVELEFT | IN_MOVERIGHT ); *reinterpret_cast< uint32_t * >( uint32_t( player ) + 0x3314 ) = uint32_t( ucmd ); *reinterpret_cast< uint32_t * >( uint32_t( player ) + 0x326C ) = uint32_t( ucmd ); // Store entity variables that will get updated. auto old_flags = player->m_fFlags( ); auto old_move = player->m_nMoveType( ); auto old_tickbase = player->m_nTickBase( ); m_velocity = player->m_vecVelocity( ); // Store globals prior to prediction. m_old_time = g_csgo.m_globals->m_curtime; m_old_frametime = g_csgo.m_globals->m_frametime; m_old_tickcount = g_csgo.m_globals->m_tickcount; // Set up globals. g_csgo.m_globals->m_curtime = old_tickbase * TICK_INTERVAL( ); g_csgo.m_globals->m_frametime = TICK_INTERVAL( ); g_csgo.m_globals->m_tickcount = old_tickbase; // This is in order to avoid double footsteps // NOTE: This is being a meme in Moneybot for some reason, not sure why. // Worked perfectly fine in my cheat. bool old_predicted = g_csgo.m_prediction( )->m_bIsFirstTimePredicted; bool old_prediction = g_csgo.m_prediction( )->m_bInPrediction; g_csgo.m_prediction( )->m_bIsFirstTimePredicted = false; g_csgo.m_prediction( )->m_bInPrediction = true; // Handle frame-time as the engine would. if ( g_csgo.m_prediction( )->m_bEnginePaused ) g_csgo.m_globals->m_frametime = 0.0f; ucmd->m_buttons |= *( uint32_t * ) ( ( uint32_t ) player + 0x3310 ); // unk01 g_csgo.m_game_movement( )->StartTrackPredictionErrors( player_ce ); if ( ucmd->m_impulse ) *( uint32_t * ) ( ( uint32_t ) player + 0x31EC ) = ucmd->m_impulse; // CPrediction::UpdateButtonState { /* v16 = ucmd->m_fButtons; v17 = v16 ^ *(_DWORD *)(player + 0x31E8); *(_DWORD *)(player + 0x31DC) = *(_DWORD *)(player + 0x31E8); *(_DWORD *)(player + 0x31E8) = v16; *(_DWORD *)(player + 0x31E0) = v16 & v17; v18 = gpGlobals; *(_DWORD *)(player + 0x31E4) = v17 & ~v16; */ auto original_buttons = ucmd->m_buttons; auto *m_afButtonBackup = reinterpret_cast< int * >( uint32_t( player ) + 0x31E8 ); auto unk03 = original_buttons ^ *m_afButtonBackup; *reinterpret_cast< int * >( uint32_t( player ) + 0x31DC ) = *m_afButtonBackup; // m_afButtonLast *reinterpret_cast< int * >( uint32_t( player ) + 0x31E8 ) = original_buttons; // m_afButtonBackup (??) *reinterpret_cast< int * >( uint32_t( player ) + 0x31E0 ) = original_buttons & unk03; // m_afButtonPressed *reinterpret_cast< int * >( uint32_t( player ) + 0x31E4 ) = unk03 & ~original_buttons;// m_afButtonReleased } // NOTE: The IDA generated call is WRONG, check the assembly! // The function only uses the lower bits of the double, though. Valve code..... // using fnCheckMovingGround = void( __thiscall * )( void *, se::C_BaseEntity *, double ); // Memory::Virtual< fnCheckMovingGround >( this, 16 )( this, player, frametime ); // This might not be needed, tbh. /* (*(void (__stdcall **)(int, _DWORD, _DWORD))(*(_DWORD *)prediction->pad00 + 72))( player, COERCE_UNSIGNED_INT64(v18->frametime), COERCE_UNSIGNED_INT64(v18->frametime) >> 32); */ g_csgo.m_prediction( )->CheckMovingGround( player_ce, g_csgo.m_globals->m_frametime ); // CPrediction::RunPreThink { player->set_local_view_angles( &ucmd->m_viewangles ); if ( player->run_physics_think( 0 ) ) player->pre_think( ); } // CPrediction::RunThink { auto *next_think = reinterpret_cast< int * >( uint32_t( player ) + 0xF8 ); if ( *next_think > 0 && *next_think <= player->m_nTickBase( ) ) { *next_think = -1; // sub_1017E880 /* v2 = (int)this; v3 = this[57]; result = (this[57] >> 22) & 1; if ( result ) { if ( a2 ) { this[57] = v3 & 0xFFBFFFFF; return result; } } else if ( a2 ) { return result; } if ( result ) return result; result = sub_1017E840(); if ( !result ) *(_DWORD *)(v2 + 228) = v3 | 0x400000; return result; */ auto v3 = *reinterpret_cast< uint32_t * >( uint32_t( player ) + 0xE4 ); // m_iEFlags auto v4 = v3 & 0x400000; // Referenced in sub_1017E840. /* v3 = *(_DWORD *)(this + 0x2B8); v4 = 0; if ( v3 <= 0 ) return 0; */ auto v5 = *reinterpret_cast< uint32_t * >( uint32_t( player ) + 0x2B8 ); if ( !v4 && !v5 ) *reinterpret_cast< uint32_t * >( uint32_t( player ) + 0xE4 ) = v3 | 0x400000; player->think( ); } } g_csgo.m_move_helper( )->SetHost( player_ce ); g_csgo.m_prediction( )->SetupMove( player_ce, ucmd, g_csgo.m_move_helper( ), &movedata ); g_csgo.m_game_movement( )->ProcessMovement( player_ce, &movedata ); g_csgo.m_prediction( )->FinishMove( player_ce, ucmd, &movedata ); // CPrediction::RunPostThink { g_csgo.m_move_helper( )->ProcessImpacts( ); // Calling C_BasePlayer::PostThink will cause C_BasePlayer::ItemPostFrame // to be called, resulting in all of our timers being fucked up. // player->PostThink( ); } // Restore prediction flags. g_csgo.m_prediction( )->m_bIsFirstTimePredicted = old_predicted; g_csgo.m_prediction( )->m_bInPrediction = old_prediction; // Important: restore the old tick-base. player->m_nTickBase( ) = old_tickbase; player->m_fFlags( ) = old_flags; player->m_nMoveType( ) = old_move; // IMLAZY: // I'd rather just restore this instead of fixing it everywhere in the cheat. player->m_vecVelocity( ) = m_velocity; ucmd->m_forwardmove = backup_forwardmove; ucmd->m_sidemove = backup_sidemove; ucmd->m_buttons = backup_buttons; if( auto wep = g_ctx.m_local->get_weapon( ) ) { wep->update_accuracy_penalty( ); g_ctx.m_weapon_inaccuracy = wep->get_inaccuracy( ); g_ctx.m_weapon_spread = wep->get_spread( ); } else { g_ctx.m_weapon_inaccuracy = g_ctx.m_weapon_spread = 0.f; } } void c_prediction::post_run_command( ) { // Time saver. auto *player = g_ctx.m_local; auto *player_ce = player->ce( ); if ( !player || !player_ce ) return; g_csgo.m_game_movement( )->FinishTrackPredictionErrors( player_ce ); g_csgo.m_move_helper( )->SetHost( nullptr ); // CPrediction::FinishCommand { // Restore globals. g_csgo.m_globals->m_curtime = m_old_time; g_csgo.m_globals->m_frametime = m_old_frametime; g_csgo.m_globals->m_tickcount = m_old_tickcount; // Invalidate seed, player. *reinterpret_cast< int * >( m_prediction_seed ) = int( -1 ); *reinterpret_cast< int * >( m_prediction_player ) = 0; *reinterpret_cast< uint32_t * >( uint32_t( player ) + 0x3314 ) = 0; } g_csgo.m_game_movement( )->Reset( ); } END_REGION