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| author | salmonik <salmonik@tuta.io> | 2026-10-27 15:49:54 +0100 |
|---|---|---|
| committer | salmonik <salmonik@tuta.io> | 2026-10-27 15:49:54 +0100 |
| commit | 1dd3a4d504e98b8d18f236cb1df1fea366ddc36e (patch) | |
| tree | 3beefbc8641ef409597cd2ee4e65f948338bfbbe /src/hl2h.h | |
| parent | Spread control: add server RandomSeed GOT diagnostic/override (diff) | |
| download | hl2h-1dd3a4d504e98b8d18f236cb1df1fea366ddc36e.tar.gz hl2h-1dd3a4d504e98b8d18f236cb1df1fea366ddc36e.zip | |
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.
Diffstat (limited to 'src/hl2h.h')
| -rw-r--r-- | src/hl2h.h | 2 |
1 files changed, 2 insertions, 0 deletions
| @@ -151,6 +151,8 @@ bool silent_aim_apply(CUserCmd *cmd); | |||
| 151 | bool melee_weapon_active(void *local_ent); | 151 | bool melee_weapon_active(void *local_ent); |
| 152 | bool melee_aimbot_apply(CUserCmd *cmd); | 152 | bool melee_aimbot_apply(CUserCmd *cmd); |
| 153 | bool spread_control_apply(CUserCmd *cmd, void *local_ent); | 153 | bool spread_control_apply(CUserCmd *cmd, void *local_ent); |
| 154 | int spread_best_seed(int pellets); | ||
| 155 | extern int g_spread_pellets; | ||
| 154 | enum FeatureId { | 156 | enum FeatureId { |
| 155 | FEAT_BHOP = 0, | 157 | FEAT_BHOP = 0, |
| 156 | FEAT_ABH = 1, | 158 | FEAT_ABH = 1, |
