can you make the jumpbug 100% accurate and same for bhop?, it won't bhop when crouching, and sometimes will miss the jump..., other than that great work
yeah do it myself, where everyone gatekeeps bhop,jb,eb,px, there's a code but IDA Decompiled use your brain, it's not CS:GO anymore this shit game requires prediction, complex resolve, not a simple bhop from cs:go where you only need grounded and in air...
yeah do it myself, where everyone gatekeeps bhop,jb,eb,px, there's a code but IDA Decompiled use your brain, it's not CS:GO anymore this shit game requires prediction, complex resolve, not a simple bhop from cs:go where you only need grounded and in air...
because csgo didnt recquire prediction, also youre presenting a absolute strawman since no one was even talking about movement features, neither is subtick prediction a complicated topic, maybe stop coping, learn how to do it properly and read reference material, Strafe.One was decompiled, UC exists, IDA is free and the game binaries are available to you.
yeah do it myself, where everyone gatekeeps bhop,jb,eb,px, there's a code but IDA Decompiled use your brain, it's not CS:GO anymore this shit game requires prediction, complex resolve, not a simple bhop from cs:go where you only need grounded and in air...
and yet again IDA decompiled, what exact difficulties does that present to you? Why is that such a big issue? you can read it, understand it, reverse the game yourself and rebuild it, of course its not gonna be a 1:1 recreation of the exact same features, thats what compiler optimization does, so stop being retarded and presenting pointless claims when all resources you need are available.
also you can't read for shit "since no one was even talking about movement features" I asked him CAN he make it's not a MUST for him to do so and I've put even goshing QUESTION mark, and told him that this is a GREAT WORK, I was being KIND not a retard from UC who will brag someone to add something for 100x time
can you make the jumpbug 100% accurate and same for bhop?, it won't bhop when crouching, and sometimes will miss the jump..., other than that great work
use a new cham layer and pick a one of the chams at the bottom they have a (IV) or something next to it, that means they are ignore z chams / invisible chams.
Certainly a interesting decision by the developers to make it this way though.
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