Welcome to hackvshack.net Forum!
Download Free HvH CS2/CS:GO Cheats, CFG, LUA/JS Scripts, and More!
Register

C++ Function networking other player's footyaw

simonhook.dmp

Rookie HvHer
User ID:
245346
Messages:
42
Reactions:
27
Badges:
9
REP:
−1/15+
Level:
69
the server hands you the real foot yaw of players you cant see(with caveat), roughly every 0.5-1s.
no netvar will ever show it, because it isn't one: it's a protobuf usermessage.


CCSPlayer::ProcessSpottedEntityUpdate ( ) runs from PostThink on a 0.5 + RandomFloat(0, 0.5) timer and sends one client entity_idx, class_id, origin_x/y/z over 4, and:

C++:
Expand Collapse Copy
angle_y = AngleNormalize( pEntity->GetAbsAngles().y )

that's the foot yaw, since ends every Update with SetAbsAngles( QAngle( 0, m_flFootYaw, 0 ) ).

it covers spotted players dormant to you, which the map decides (BSP areas, plus sv_occlude_players). spotting is team-wide, it runs while you're dead, and GOTV gets everyone, so demos carry the whole server.(can network these through CClientState::SVCMsg_VoiceData btw)

hook SFHudRadar::MsgFunc_ProcessSpottedEntityUpdate, or catch message type 25 at the usermessage dispatch(CHLClient::DispatchUserMessage).
and boom, you now have their footyaw networked whenever the server sends it
(you can use it for your resolver confidence, resolver angle sorting (footyaw is clamped to real eye yaw), correcting animations and such)

credits: jackw, pedobot(exitscam inc), d3x(also a pedophile), simon freese(pxnch hvh, him and the 72 animation reprediction and ik setup on a game with no iks!) , pascal freese(the goat)
 
Last edited:
the server hands you the real foot yaw of players you cant see(with caveat), roughly every 0.5-1s.
no netvar will ever show it, because it isn't one: it's a protobuf usermessage.


CCSPlayer::ProcessSpottedEntityUpdate ( ) runs from PostThink on a 0.5 + RandomFloat(0, 0.5) timer and sends one client entity_idx, class_id, origin_x/y/z over 4, and:

C++:
Expand Collapse Copy
angle_y = AngleNormalize( pEntity->GetAbsAngles().y )

that's the foot yaw, since ends every Update with SetAbsAngles( QAngle( 0, m_flFootYaw, 0 ) ).

it covers spotted players dormant to you, which the map decides (BSP areas, plus sv_occlude_players). spotting is team-wide, it runs while you're dead, and GOTV gets everyone, so demos carry the whole server.(can network these through CClientState::SVCMsg_VoiceData btw)

hook SFHudRadar::MsgFunc_ProcessSpottedEntityUpdate, or catch message type 25 at the usermessage dispatch(CHLClient::DispatchUserMessage).
and boom, you now have their footyaw networked whenever the server sends it
(you can use it for your resolver confidence, resolver angle sorting (footyaw is clamped to real eye yaw), correcting animations and such)

credits: jackw, pedobot(exitscam inc), d3x(also a pedophile), simon freese(pxnch hvh, him and the 72 animation reprediction and ik setup on a game with no iks!) , pascal freese(the goat)
meat
 

Who has read this thread (Total: 0) in last 1 hours View details