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authorsalmonik <salmonik@tuta.io>2026-10-27 15:49:54 +0100
committersalmonik <salmonik@tuta.io>2026-10-27 15:49:54 +0100
commit1dd3a4d504e98b8d18f236cb1df1fea366ddc36e (patch)
tree3beefbc8641ef409597cd2ee4e65f948338bfbbe /assets/OFL.txt
parentSpread control: add server RandomSeed GOT diagnostic/override (diff)
downloadhl2h-1dd3a4d504e98b8d18f236cb1df1fea366ddc36e.tar.gz
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Spread control: override the server FireBullets seed for the local player
The installed 2024 server ignores the client usercmd random_seed and uses its own shot seed. Force the server's CBaseEntity::FireBullets RandomSeed call for the local player only: - hook the server.so RandomSeed GOT slot (R_386_JUMP_SLOT at 0xce1348); - read the FireBullets `this` from the caller frame and compare it with the local server player base; - replace the seed with the precomputed best single/shotgun window and step it per pellet; NPC shots and everything else pass through. - client prediction still uses the same chosen usercmd seed, so both sides agree on the spread pattern.
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