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#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
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