osquinn Posted December 29, 2021 Share Posted December 29, 2021 trying to compile pandora v3 i have this errorerror C2061: syntax error: identifier 'LagRecord' ive tried some things as remaking the identifier, changing the name of the identifier lol & etc. so heres the code in case it helps note: if u gonna answer this thread with learncpp.com dont waste your time, thanks 👍lagcomp.h class AimPlayer; class LagCompensation { public: enum LagType : size_t { INVALID = 0, CONSTANT, ADAPTIVE, RANDOM, }; public: bool StartPrediction(AimPlayer* player); void PlayerMove(LagRecord* record); void AirAccelerate(LagRecord* record, ang_t angle, float fmove, float smove); void PredictAnimations(CCSGOPlayerAnimState* state, LagRecord* record); }; extern LagCompensation g_lagcomp; lagcomp.cpp #include "../includes.h" LagCompensation g_lagcomp{};; bool LagCompensation::StartPrediction(AimPlayer* data) { // we have no data to work with. // this should never happen if we call this if (data->m_records.empty()) return false; // meme. if (data->m_player->dormant()) return false; // compute the true amount of updated records // since the last time the player entered pvs. size_t size{}; // iterate records. for (const auto& it : data->m_records) { if (it->dormant()) break; // increment total amount of data. ++size; } // get first record. LagRecord* record = data->m_records[0].get(); // reset all prediction related variables. // this has been a recurring problem in all my hacks lmfao. // causes the prediction to stack on eachother. record->predict(); // check if lc broken. if (size > 1 && ((record->m_origin - data->m_records[1]->m_origin).length_sqr() > 4096.f || size > 2 && (data->m_records[1]->m_origin - data->m_records[2]->m_origin).length_sqr() > 4096.f)) record->m_broke_lc = true; // we are not breaking lagcomp at this point. // return false so it can aim at all the records it once // since server-sided lagcomp is still active and we can abuse that. if (!record->m_broke_lc) return false; int simulation = game::TIME_TO_TICKS(record->m_sim_time); // this is too much lag to fix. if (std::abs(g_cl.m_arrival_tick - simulation) >= 128) return true; // compute the amount of lag that we will predict for, if we have one set of data, use that. // if we have more data available, use the prevoius lag delta to counter weird fakelags that switch between 14 and 2. int lag = (size <= 2) ? game::TIME_TO_TICKS(record->m_sim_time - data->m_records[1]->m_sim_time) : game::TIME_TO_TICKS(data->m_records[1]->m_sim_time - data->m_records[2]->m_sim_time); // clamp this just to be sure. math::clamp(lag, 1, 15); // get the delta in ticks between the last server net update // and the net update on which we created this record. int updatedelta = g_cl.m_server_tick - record->m_tick; // if the lag delta that is remaining is less than the current netlag // that means that we can shoot now and when our shot will get processed // the origin will still be valid, therefore we do not have to predict. if (g_cl.m_latency_ticks <= lag - updatedelta) return true; // the next update will come in, wait for it. int next = record->m_tick + 1; if (next + lag >= g_cl.m_arrival_tick) return true; float change = 0.f, dir = 0.f; // get the direction of the current velocity. if (record->m_velocity.y != 0.f || record->m_velocity.x != 0.f) dir = math::rad_to_deg(std::atan2(record->m_velocity.y, record->m_velocity.x)); // we have more than one update // we can compute the direction. if (size > 1) { // get the delta time between the 2 most recent records. float dt = record->m_sim_time - data->m_records[1]->m_sim_time; // init to 0. float prevdir = 0.f; // get the direction of the prevoius velocity. if (data->m_records[1]->m_velocity.y != 0.f || data->m_records[1]->m_velocity.x != 0.f) prevdir = math::rad_to_deg(std::atan2(data->m_records[1]->m_velocity.y, data->m_records[1]->m_velocity.x)); // compute the direction change per tick. change = (math::NormalizedAngle(dir - prevdir) / dt) * g_csgo.m_globals->m_interval; } if (std::abs(change) > 6.f) change = 0.f; // get the pointer to the players animation state. CCSGOPlayerAnimState* state = data->m_player->m_PlayerAnimState(); // backup the animation state. CCSGOPlayerAnimState backup{}; if (state) std::memcpy(&backup, state, sizeof(CCSGOPlayerAnimState)); // add in the shot prediction here. int shot = 0; /*Weapon* pWeapon = data->m_player->GetActiveWeapon( ); if( pWeapon && !data->m_fire_bullet.empty( ) ) { static Address offset = g_netvars.get( HASH( "DT_BaseCombatWeapon" ), HASH( "m_fLastShotTime" ) ); float last = pWeapon->get< float >( offset ); if( game::TIME_TO_TICKS( data->m_fire_bullet.front( ).m_sim_time - last ) == 1 ) { WeaponInfo* wpndata = pWeapon->GetWpnData( ); if( wpndata ) shot = game::TIME_TO_TICKS( last + wpndata->m_cycletime ) + 1; } }*/ int pred = 0; // start our predicton loop. while (true) { // can the player shoot within his lag delta. /*if( shot && shot >= simulation && shot < simulation + lag ) { // if so his new lag will be the time until he shot again. lag = shot - simulation; math::clamp( lag, 3, 15 ); // only predict a shot once. shot = 0; }*/ // see if by predicting this amount of lag // we do not break stuff. next += lag; if (next >= g_cl.m_arrival_tick) break; // predict lag. for (int sim{}; sim < lag; ++sim) { // predict movement direction by adding the direction change per tick to the previous direction. // make sure to normalize it, in case we go over the -180/180 turning point. dir = math::NormalizedAngle(dir + change); // pythagorean theorem // a^2 + b^2 = c^2 // we know a and b, we square them and add them together, then root. float hyp = record->m_pred_velocity.length_2d(); // compute the base velocity for our new direction. // since at this point the hypotenuse is known for us and so is the angle. // we can compute the adjacent and opposite sides like so: // cos(x) = a / h -> a = cos(x) * h // sin(x) = o / h -> o = sin(x) * h record->m_pred_velocity.x = std::cos(math::deg_to_rad(dir)) * hyp; record->m_pred_velocity.y = std::sin(math::deg_to_rad(dir)) * hyp; // we hit the ground, set the upwards impulse and apply CS:GO speed restrictions. if (record->m_pred_flags & FL_ONGROUND) { if (!g_csgo.sv_enablebunnyhopping->GetInt()) { // 260 x 1.1 = 286 units/s. float max = data->m_player->m_flMaxspeed() * 1.1f; // get current velocity. float speed = record->m_pred_velocity.length(); // reset velocity to 286 units/s. if (max > 0.f && speed > max) record->m_pred_velocity *= (max / speed); } // assume the player is bunnyhopping here so set the upwards impulse. record->m_pred_velocity.z = g_csgo.sv_jump_impulse->GetFloat(); } // we are not on the ground // apply gravity and airaccel. else { // apply one tick of gravity. record->m_pred_velocity.z -= g_csgo.sv_gravity->GetFloat() * g_csgo.m_globals->m_interval; // compute the ideal strafe angle for this velocity. float speed2d = record->m_pred_velocity.length_2d(); float ideal = (speed2d > 0.f) ? math::rad_to_deg(std::asin(15.f / speed2d)) : 90.f; math::clamp(ideal, 0.f, 90.f); float smove = 0.f; float abschange = std::abs(change); if (abschange <= ideal || abschange >= 30.f) { static float mod{ 1.f }; dir += (ideal * mod); smove = 450.f * mod; mod *= -1.f; } else if (change > 0.f) smove = -450.f; else smove = 450.f; // apply air accel. AirAccelerate(record, ang_t{ 0.f, dir, 0.f }, 0.f, smove); } // predict player. // convert newly computed velocity // to origin and flags. PlayerMove(record); // move time forward by one. record->m_pred_time += g_csgo.m_globals->m_interval; // increment total amt of predicted ticks. ++pred; // the server animates every first choked command. // therefore we should do that too. if (sim == 0 && state) PredictAnimations(state, record); } } // restore state. if (state) std::memcpy(state, &backup, sizeof(CCSGOPlayerAnimState)); if (pred <= 0) return true; // lagcomp broken, invalidate bones. record->invalidate(); // re-setup bones for this record. g_bones.setup(data->m_player, nullptr, record); return true; } void LagCompensation::PlayerMove(LagRecord* record) { vec3_t start, end, normal; CGameTrace trace; CTraceFilterWorldOnly filter; // define trace start. start = record->m_pred_origin; // move trace end one tick into the future using predicted velocity. end = start + (record->m_pred_velocity * g_csgo.m_globals->m_interval); // trace. g_csgo.m_engine_trace->TraceRay(Ray(start, end, record->m_mins, record->m_maxs), CONTENTS_SOLID, &filter, &trace); // we hit shit // we need to fix hit. if (trace.m_fraction != 1.f) { // fix sliding on planes. for (int i{}; i < 2; ++i) { record->m_pred_velocity -= trace.m_plane.m_normal * record->m_pred_velocity.dot(trace.m_plane.m_normal); float adjust = record->m_pred_velocity.dot(trace.m_plane.m_normal); if (adjust < 0.f) record->m_pred_velocity -= (trace.m_plane.m_normal * adjust); start = trace.m_endpos; end = start + (record->m_pred_velocity * (g_csgo.m_globals->m_interval * (1.f - trace.m_fraction))); g_csgo.m_engine_trace->TraceRay(Ray(start, end, record->m_mins, record->m_maxs), CONTENTS_SOLID, &filter, &trace); if (trace.m_fraction == 1.f) break; } } // set new final origin. start = end = record->m_pred_origin = trace.m_endpos; // move endpos 2 units down. // this way we can check if we are in/on the ground. end.z -= 2.f; // trace. g_csgo.m_engine_trace->TraceRay(Ray(start, end, record->m_mins, record->m_maxs), CONTENTS_SOLID, &filter, &trace); // strip onground flag. record->m_pred_flags &= ~FL_ONGROUND; // add back onground flag if we are onground. if (trace.m_fraction != 1.f && trace.m_plane.m_normal.z > 0.7f) record->m_pred_flags |= FL_ONGROUND; } void LagCompensation::AirAccelerate(LagRecord* record, ang_t angle, float fmove, float smove) { vec3_t fwd, right, wishvel, wishdir; float maxspeed, wishspd, wishspeed, currentspeed, addspeed, accelspeed; // determine movement angles. math::AngleVectors(angle, &fwd, &right); // zero out z components of movement vectors. fwd.z = 0.f; right.z = 0.f; // normalize remainder of vectors. fwd.normalize(); right.normalize(); // determine x and y parts of velocity. for (int i{}; i < 2; ++i) wishvel[i] = (fwd[i] * fmove) + (right[i] * smove); // zero out z part of velocity. wishvel.z = 0.f; // determine maginitude of speed of move. wishdir = wishvel; wishspeed = wishdir.normalize(); // get maxspeed. // TODO; maybe global this or whatever its 260 anyway always. maxspeed = record->m_player->m_flMaxspeed(); // clamp to server defined max speed. if (wishspeed != 0.f && wishspeed > maxspeed) wishspeed = maxspeed; // make copy to preserve original variable. wishspd = wishspeed; // cap speed. if (wishspd > 30.f) wishspd = 30.f; // determine veer amount. currentspeed = record->m_pred_velocity.dot(wishdir); // see how much to add. addspeed = wishspd - currentspeed; // if not adding any, done. if (addspeed <= 0.f) return; // Determine acceleration speed after acceleration accelspeed = g_csgo.sv_airaccelerate->GetFloat() * wishspeed * g_csgo.m_globals->m_interval; // cap it. if (accelspeed > addspeed) accelspeed = addspeed; // add accel. record->m_pred_velocity += (wishdir * accelspeed); } void LagCompensation::PredictAnimations(CCSGOPlayerAnimState* state, LagRecord* record) { struct AnimBackup_t { float curtime; float frametime; int flags; int eflags; vec3_t velocity; }; // get player ptr. Player* player = record->m_player; // backup data. AnimBackup_t backup; backup.curtime = g_csgo.m_globals->m_curtime; backup.frametime = g_csgo.m_globals->m_frametime; backup.flags = player->m_fFlags(); backup.eflags = player->m_iEFlags(); backup.velocity = player->m_vecAbsVelocity(); // set globals appropriately for animation. g_csgo.m_globals->m_curtime = record->m_pred_time; g_csgo.m_globals->m_frametime = g_csgo.m_globals->m_interval; // EFL_DIRTY_ABSVELOCITY // skip call to C_BaseEntity::CalcAbsoluteVelocity player->m_iEFlags() &= ~0x1000; // set predicted flags and velocity. player->m_fFlags() = record->m_pred_flags; player->m_vecAbsVelocity() = record->m_pred_velocity; // enable re-animation in the same frame if animated already. if (state->m_frame >= g_csgo.m_globals->m_frame) state->m_frame = g_csgo.m_globals->m_frame - 1; bool fake = g_cfg[XOR("rage_aimbot_correct")].get<bool>(); // rerun the resolver since we edited the origin. if (fake) g_resolver.ResolveAngles(player, record); // update animations. game::UpdateAnimationState(state, record->m_eye_angles); // rerun the pose correction cuz we are re-setupping them. if (fake) g_resolver.ResolvePoses(player, record); // get new rotation poses and layers. player->GetPoseParameters(record->m_poses); player->GetAnimLayers(record->m_layers); record->m_abs_ang = player->GetAbsAngles(); // restore globals. g_csgo.m_globals->m_curtime = backup.curtime; g_csgo.m_globals->m_frametime = backup.frametime; // restore player data. player->m_fFlags() = backup.flags; player->m_iEFlags() = backup.eflags; player->m_vecAbsVelocity() = backup.velocity; } lagrecord.h // pre-declare. class LagRecord; class BackupRecord { public: BoneArray* m_bones; int m_bone_count; vec3_t m_origin, m_abs_origin; vec3_t m_mins; vec3_t m_maxs; ang_t m_abs_ang; public: __forceinline void store(Player* player) { // get bone cache ptr. CBoneCache* cache = &player->m_BoneCache(); // store bone data. m_bones = cache->m_pCachedBones; m_bone_count = cache->m_CachedBoneCount; m_origin = player->m_vecOrigin(); m_mins = player->m_vecMins(); m_maxs = player->m_vecMaxs(); m_abs_origin = player->GetAbsOrigin(); m_abs_ang = player->GetAbsAngles(); } __forceinline void restore(Player* player) { // get bone cache ptr. CBoneCache* cache = &player->m_BoneCache(); cache->m_pCachedBones = m_bones; cache->m_CachedBoneCount = m_bone_count; player->m_vecOrigin() = m_origin; player->m_vecMins() = m_mins; player->m_vecMaxs() = m_maxs; player->SetAbsAngles(m_abs_ang); player->SetAbsOrigin(m_origin); } }; class LagRecord { public: // data. Player* m_player; float m_immune; int m_tick; int m_lag; bool m_dormant; // netvars. float m_sim_time; float m_old_sim_time; int m_flags; vec3_t m_origin; vec3_t m_old_origin; vec3_t m_velocity; vec3_t m_mins; vec3_t m_maxs; ang_t m_eye_angles; ang_t m_abs_ang; float m_body; float m_duck; bool m_bDidShot; // anim stuff. C_AnimationLayer m_layers[13]; float m_poses[24]; vec3_t m_anim_velocity; // bone stuff. bool m_setup; BoneArray* m_bones; BoneArray m_pMatrix[128]; BoneArray m_pMatrix_Resolved[128]; vec3_t m_vecOrigin; // lagfix stuff. bool m_broke_lc; vec3_t m_pred_origin; vec3_t m_pred_velocity; float m_pred_time; int m_pred_flags; // resolver stuff. size_t m_mode; bool m_fake_walk; bool m_shot; float m_away; float m_anim_time; // other stuff. float m_interp_time; public: // default ctor. __forceinline LagRecord() : m_setup{ false }, m_broke_lc{ false }, m_fake_walk{ false }, m_shot{ false }, m_lag{}, m_bones{} {} // ctor. __forceinline LagRecord(Player* player) : m_setup{ false }, m_broke_lc{ false }, m_fake_walk{ false }, m_shot{ false }, m_lag{}, m_bones{} { store(player); } // dtor. __forceinline ~LagRecord() { // free heap allocated game mem. g_csgo.m_mem_alloc->Free(m_bones); } __forceinline void invalidate() { // free heap allocated game mem. g_csgo.m_mem_alloc->Free(m_bones); // mark as not setup. m_setup = false; // allocate new memory. m_bones = (BoneArray*)g_csgo.m_mem_alloc->Alloc(sizeof(BoneArray) * 128); } // function: allocates memory for SetupBones and stores relevant data. void store(Player* player) { // allocate game heap. m_bones = (BoneArray*)g_csgo.m_mem_alloc->Alloc(sizeof(BoneArray) * 128); // player data. m_player = player; m_immune = player->m_fImmuneToGunGameDamageTime(); m_tick = g_csgo.m_cl->m_server_tick; // netvars. m_pred_time = m_sim_time = player->m_flSimulationTime(); m_old_sim_time = player->m_flOldSimulationTime(); m_pred_flags = m_flags = player->m_fFlags(); m_pred_origin = m_origin = player->m_vecOrigin(); m_old_origin = player->m_vecOldOrigin(); m_eye_angles = player->m_angEyeAngles(); m_abs_ang = player->GetAbsAngles(); m_body = player->m_flLowerBodyYawTarget(); m_mins = player->m_vecMins(); m_maxs = player->m_vecMaxs(); m_duck = player->m_flDuckAmount(); m_pred_velocity = m_velocity = player->m_vecVelocity(); // save networked animlayers. player->GetAnimLayers(m_layers); // normalize eye angles. m_eye_angles.normalize(); math::clamp(m_eye_angles.x, -90.f, 90.f); // get lag. m_lag = game::TIME_TO_TICKS(m_sim_time - m_old_sim_time); // compute animtime. m_anim_time = m_old_sim_time + g_csgo.m_globals->m_interval; } // function: restores 'predicted' variables to their original. __forceinline void predict() { m_broke_lc = false; m_pred_origin = m_origin; m_pred_velocity = m_velocity; m_pred_time = m_sim_time; m_pred_flags = m_flags; } // function: writes current record to bone cache. __forceinline void cache() { // get bone cache ptr. CBoneCache* cache = &m_player->m_BoneCache(); cache->m_pCachedBones = m_bones; cache->m_CachedBoneCount = 128; m_player->m_vecOrigin() = m_pred_origin; m_player->m_vecMins() = m_mins; m_player->m_vecMaxs() = m_maxs; m_player->SetAbsAngles(m_abs_ang); m_player->SetAbsOrigin(m_pred_origin); } __forceinline bool dormant() { return m_dormant; } __forceinline bool immune() { return m_immune > 0.f; } // function: checks if LagRecord obj is hittable if we were to fire at it now. bool valid() { // use prediction curtime for this. float curtime = game::TICKS_TO_TIME(g_cl.m_local->m_nTickBase()); // correct is the amount of time we have to correct game time, float correct = g_cl.m_lerp + g_cl.m_latency; // stupid fake latency goes into the incoming latency. float in = g_csgo.m_net->GetLatency(INetChannel::FLOW_INCOMING); correct += in; // check bounds [ 0, sv_maxunlag ] math::clamp(correct, 0.f, g_csgo.sv_maxunlag->GetFloat()); // calculate difference between tick sent by player and our latency based tick. // ensure this record isn't too old. return std::abs(correct - (curtime - m_sim_time)) < 0.19f; } }; Quote Link to comment Share on other sites More sharing options...
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