Closed The-Doggy closed 3 years ago
This is probably due to the game initializing mouse values during frame instead of tick.
As quoted by NCZ4 (NoCheatz) dev:
This detection is not safe at all because the client game process mouse on frame rather than on tick. A client with higher FPS than tickrate will send legitimate 0 mouse values because mouse accum are processed and 0ed between ticks in this case.
This is probably due to the game initializing mouse values during frame instead of tick.
Pretty sure it is just the CUserCmd
struct being outdated in the SDK - this happens quite regularly as the mouse values are near the end.
This is probably due to the game initializing mouse values during frame instead of tick.
Pretty sure it is just the
CUserCmd
struct being outdated in the SDK - this happens quite regularly as the mouse values are near the end.
Ah right, that makes sense.
This seems to have been fixed at some point, the test plugin is working fine now.
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Environment
Description
Printing out the values of the mouse array during an OnPlayerRunCmd forward in Half-Life 2: Deathmatch (haven't tested any other games) will always show 0 for the first index however the second index seems to work as intended.
Problematic Code (or Steps to Reproduce)
Move mouse around while in game and the first value will never change from 0.
Logs