An0mXD TorDB.xyz Owner & Developer User ID 79083 Messages 6 Reactions 6 Level 1 5/12/24 #1 I know it is a bad way to do it and it has been posted somewhere else. don't mind the shitcode float shift_amount; Code: if (rage->sub_tick_data.command == impl::command_msg::rapid_fire) { // override tickcount InputHistoryEntry->m_nPlayerTickCount = 0; InputHistoryEntry->m_nRenderTickCount = 0; // another input history Input->m_render_tick_count = 0; Input->m_player_tick_count = 0; // perform shooting SDK::Cmd->m_nButtons.m_nValue |= IN_ATTACK; } else SDK::Cmd->m_nButtons.m_nValue &= ~IN_ATTACK; Last edited by a moderator: 5/12/24
I know it is a bad way to do it and it has been posted somewhere else. don't mind the shitcode float shift_amount; Code: if (rage->sub_tick_data.command == impl::command_msg::rapid_fire) { // override tickcount InputHistoryEntry->m_nPlayerTickCount = 0; InputHistoryEntry->m_nRenderTickCount = 0; // another input history Input->m_render_tick_count = 0; Input->m_player_tick_count = 0; // perform shooting SDK::Cmd->m_nButtons.m_nValue |= IN_ATTACK; } else SDK::Cmd->m_nButtons.m_nValue &= ~IN_ATTACK;
Moszczak Newbie HvHer User ID 21513 Messages 6 Reactions 1 Level 4 7/4/24 #3 123123asdasdas said: work? Click to expand... nope, outdated Code: for (int nSubTick = 0; nSubTick < pCmd->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; nSubTick++) { CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(nSubTick); if (pInputEntry == nullptr) continue; // override tickcount pInputEntry->nPlayerTickCount = 0; pInputEntry->nRenderTickCount = 0; // another input history pInputEntry->nRenderTickCount = 0; pInputEntry->nPlayerTickCount = 0; pCmd->nButtons.nValue |= IN_ATTACK; } ^ paste for asphyxia maybe i am doing somtehing wrong.
123123asdasdas said: work? Click to expand... nope, outdated Code: for (int nSubTick = 0; nSubTick < pCmd->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; nSubTick++) { CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(nSubTick); if (pInputEntry == nullptr) continue; // override tickcount pInputEntry->nPlayerTickCount = 0; pInputEntry->nRenderTickCount = 0; // another input history pInputEntry->nRenderTickCount = 0; pInputEntry->nPlayerTickCount = 0; pCmd->nButtons.nValue |= IN_ATTACK; } ^ paste for asphyxia maybe i am doing somtehing wrong.
Minimob Newbie HvHer User ID 15758 Messages 7 Reactions 0 Level 4 7/8/24 #4 Moszczak said: nope, outdated Code: for (int nSubTick = 0; nSubTick < pCmd->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; nSubTick++) { CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(nSubTick); if (pInputEntry == nullptr) continue; // override tickcount pInputEntry->nPlayerTickCount = 0; pInputEntry->nRenderTickCount = 0; // another input history pInputEntry->nRenderTickCount = 0; pInputEntry->nPlayerTickCount = 0; pCmd->nButtons.nValue |= IN_ATTACK; } ^ paste for asphyxia maybe i am doing somtehing wrong. Click to expand... Run it in createmove. Also setting RenderTickcount is useless and wont help u in any way. And why are u setting the same thing twice??
Moszczak said: nope, outdated Code: for (int nSubTick = 0; nSubTick < pCmd->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; nSubTick++) { CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(nSubTick); if (pInputEntry == nullptr) continue; // override tickcount pInputEntry->nPlayerTickCount = 0; pInputEntry->nRenderTickCount = 0; // another input history pInputEntry->nRenderTickCount = 0; pInputEntry->nPlayerTickCount = 0; pCmd->nButtons.nValue |= IN_ATTACK; } ^ paste for asphyxia maybe i am doing somtehing wrong. Click to expand... Run it in createmove. Also setting RenderTickcount is useless and wont help u in any way. And why are u setting the same thing twice??
weedptr Newbie HvHer User ID 91930 Messages 5 Reactions 0 Level 0 8/4/24 #5 Minimob said: Run it in createmove. Also setting RenderTickcount is useless and wont help u in any way. And why are u setting the same thing twice?? Click to expand... ur fr everywhere Mr PasterTM
Minimob said: Run it in createmove. Also setting RenderTickcount is useless and wont help u in any way. And why are u setting the same thing twice?? Click to expand... ur fr everywhere Mr PasterTM
Minimob Newbie HvHer User ID 15758 Messages 7 Reactions 0 Level 4 8/12/24 #6 weedptr said: ur fr everywhere Mr PasterTM Click to expand... Mr "Can please someone update this sig for me?" "how to check if weapon has scope?" "how can i make weapon glow?"
weedptr said: ur fr everywhere Mr PasterTM Click to expand... Mr "Can please someone update this sig for me?" "how to check if weapon has scope?" "how can i make weapon glow?"