Here u go test it
Credit to src he fixed almost everything when source got self free.
I have 0 idea if what claude made is good, Im not at home so I dont have my pc to look and test.
Claude conversation and fixes transcript :
Credit to src he fixed almost everything when source got self free.
I have 0 idea if what claude made is good, Im not at home so I dont have my pc to look and test.
Claude conversation and fixes transcript :
Prediction Fix
prediction.cpp — The callback fn() was being called after the prediction context was already torn down (state disabled, pawn reset, context cleaned up). Engine functions like get_inaccuracy() and get_spread() check prediction state internally, so they were returning non-predicted values. Fixed by moving fn() to run right after prediction_finish_move but before any cleanup, so the prediction context is still active when the callback reads engine data.
Doubletap Fix
rage.cpp + combat.hpp — The old DT injected a subtick press/release in the same frame, which doesn’t produce two server-side shots since CS2 only processes one ItemPostFrame per command. Replaced with player_tick_count manipulation on input history entries: a shot counter alternates between setting player_tick_count to shoot_tick - 1 (odd shots) and 0 (even shots), creating the time-shift needed for rapid fire. The shoot_tick is computed from m_nNextPrimaryAttackTick + m_flNextPrimaryAttackTickRatio + m_flWatTickOffset to match the engine’s internal fire timing.
Password for .zip file is hvh.net
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