notgoodusename / OsirisAndExtra

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Exploit / Antiaim / Animfix improvements #506

Closed tommyka1 closed 10 months ago

tommyka1 commented 1 year ago
wirekuro commented 1 year ago

based

Smellon69 commented 1 year ago

mid

JannesBonk commented 1 year ago
  • Fixed antiaim temporarily turning off when switching off tickbase exploits.
  • Fixed tickbase exploits attempting to recharge while the user is still shooting.
  • Fixed thirdperson not animating choked shot angles (if you shoot while choking, your shot angles will still be animated at the end of your choke cycle due to sv_maxusrcmdprocessticks_holdaim).
  • Improved the way fakelag behaves when shooting:
    • Previously, shooting while fakelagging would expose your onshot angles for the same amount of time as the length of your choke cycle. With this change, your onshot angles will always be exposed for just 1 tick, regardless of your fakelag.
JannesBonk commented 1 year ago
- Previously, shooting while fakelagging would expose your onshot angles for the same amount of time as the length of your choke cycle. With this change, your onshot angles will always be exposed for just 1 tick, regardless of your fakelag.

well this is kinda a good feature but it also breaks jitter yaw modifier https://streamable.com/v9pzc6 as you can see, its going on minus when the desync is on right, and plus when the desync is on the left, that shouldnt happen if you have peek mode set to jitter which results into my head peeking if i am shooting which is not great since he will rip my head apart. thats rhe single downside

tommyka1 commented 1 year ago
- Previously, shooting while fakelagging would expose your onshot angles for the same amount of time as the length of your choke cycle. With this change, your onshot angles will always be exposed for just 1 tick, regardless of your fakelag.

well this is kinda a good feature but it also breaks jitter yaw modifier https://streamable.com/v9pzc6 as you can see, its going on minus when the desync is on right, and plus when the desync is on the left, that shouldnt happen if you have peek mode set to jitter which results into my head peeking if i am shooting which is not great since he will rip my head apart. thats rhe single downside

I'm assuming this happens because you flip your jitter angles based on sendpacket. To fix this, you can simply add a check to prevent your jitter angles from flipping if you fired a shot the previous tick. Here's the implementation of this fix on the current branch: replace: if (sendPacket) flipJitter ^= 1; with: if (sendPacket && !AntiAim::getDidShoot()) flipJitter ^= 1; This way, after you fire a shot, your jitter angle will remain the same as it was before the shot was fired.

The problem with this is that firing several consecutive shots before the cheat has time to properly choke your desired amount of packets (your selected fakelag value) will result in the jitter angle staying static until you stop firing. This could be an issue if your jitter angle is exposed the moment someone peeks you, since it will stay that way until you stop firing at them.

JannesBonk commented 1 year ago
- Previously, shooting while fakelagging would expose your onshot angles for the same amount of time as the length of your choke cycle. With this change, your onshot angles will always be exposed for just 1 tick, regardless of your fakelag.

well this is kinda a good feature but it also breaks jitter yaw modifier https://streamable.com/v9pzc6 as you can see, its going on minus when the desync is on right, and plus when the desync is on the left, that shouldnt happen if you have peek mode set to jitter which results into my head peeking if i am shooting which is not great since he will rip my head apart. thats rhe single downside

I'm assuming this happens because you flip your jitter angles based on sendpacket. To fix this, you can simply add a check to prevent your jitter angles from flipping if you fired a shot the previous tick. Here's the implementation of this fix on the current branch: replace: if (sendPacket) flipJitter ^= 1; with: if (sendPacket && !AntiAim::getDidShoot()) flipJitter ^= 1; This way, after you fire a shot, your jitter angle will remain the same as it was before the shot was fired.

The problem with this is that firing several consecutive shots before the cheat has time to properly choke your desired amount of packets (your selected fakelag value) will result in the jitter angle staying static until you stop firing. This could be an issue if your jitter angle is exposed the moment someone peeks you, since it will stay that way until you stop firing at them.

yea i found the same solution, maybe also add this to your pr so it doesnt happen the same to other people, i dont hink sendPacket is good enough for jitter tho, even if i added it to the base i thknk there is a better way to do it.

voidzero666 commented 1 year ago

Could also simply do this

tommyka1 commented 1 year ago

Commit 6737eec doesn't actually fix the mentioned issue since it doesn't include part of the required code (running anti-aim function in createmove even while shifting).