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C++ Is_valid_tick from nemesis

Vortyk

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[REACT=1] bool lag_compensation::is_valid_tick( /*float time,*/ float sim_time, bool a2 ) { if ( /*time == 0 || */sim_time == 0 /*|| !a2*/ ) return false; // get net channel info state i_net_channel_info* info = m_engine( )->get_net_channel_info( ); if ( !info ) return false; // get server tick // get_tick -> 208 index int server_tick = m_engine( )->get_tick( ) + TIME_TO_TICKS( info->get_avg_latency( FLOW_OUTGOING ) ); // calc server_tick based on choked commands and determinate curr choked commands if ( globals::m_fake_ducking ) server_tick = 14 - m_client_state( )->m_choked_commands; // get correct based on out latency + in latency + lerp time and clamp on sv_maxunlag float correct = 0; // add out latency correct += info->get_avg_latency( FLOW_OUTGOING ); // add in latency correct += info->get_avg_latency( FLOW_INCOMING ); // add interpolation amount correct += get_lerp_time( ); // clamp this shit correct = clamp( correct, 0, sv_maxunlag->get_float( ) ); // calc tickbase int shift = 0; if ( globals::m_fake_ducking || !globals::m_exploits_allowed || globals::m_double_tap_key.not_pressed( ) || globals::m_hide_shots.not_pressed( ) ) shift = 0; else { if ( globals::m_exploits_allowed && globals::m_double_tap_key.has_pressed( ) || globals::m_hide_shots.has_pressed( ) && !globals::m_fake_ducking ) { // determinate shift amount shift = max( globals::m_shift_amount, globals::m_next_shift_amount ); // ohh thanks reisss for this premium codeeee if ( globals::m_double_tap_key.has_pressed( ) || globals::m_hide_shots.has_pressed( ) && ( globals::m_ticks_allowed > 0 && globals::m_ticks_allowed < 15 ) ) shift = 14; } } // def cur time float time = m_globals( )->m_cur_time; // get time based on shift amount time = globals::m_local->is_alive( ) ? TICKS_TO_TIME( shift ) : m_globals( )->m_cur_time; // get delta time float delta_time = fabsf( correct - ( time - sim_time ) ); // if out of range if ( delta_time > 0.2 ) return false; // just ignore dead time or not? return ( a2 ) || ( TICKS_TO_TIME( server_tick ) - sv_maxunlag->get_float( ) ); } [/REACT]
 

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