qwertyuiop3 / Segregation

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exploits #9

Closed bbbbbzzzz closed 10 months ago

bbbbbzzzz commented 10 months ago

hello, can you implement instant reload and instant weapon switch features like in ultrahook hack?

qwertyuiop3 commented 10 months ago

exploits are no fun, they kill competition.

bbbbbzzzz commented 10 months ago

yes but that makes no sense since everyone who use ultrahook can use exploits, means you just can't compete versus them?

On Mon, Jan 8, 2024, 8:57 AM qwertyuiop3 @.***> wrote:

Closed #9 https://github.com/qwertyuiop3/Segregation/issues/9 as not planned.

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Zuzie-isHere commented 10 months ago

@bbbbbzzzz the author already said no, don't open the ticket again and stop bothering

qwertyuiop3 commented 10 months ago

yes but that makes no sense since everyone who use ultrahook can use exploits, means you just can't compete versus them?

last time i played hvh (few weeks ago) all servers had some sort of sanity check

if (GetGameTickCount() - GetEntData(client, _tickbase, 4) > 90)
{
    return Plugin_Handled;
}

so i don't know where you would "compete versus them" after all it's your own choice to play by their rules or not

bbbbbzzzz commented 10 months ago

well I don't know much about how it's done in ultrahook, but the check you wrote still allows you to shift > 90 ticks? however I tried to implement instant switch myself but my movement is screwed up and it's like I'm teleporting visually... idk really how to explain but it's so unsmooth(?), is that something in segregation source or i need something else to fix that? I will appreciate for any information!

On Tue, Jan 9, 2024, 4:30 PM qwertyuiop3 @.***> wrote:

yes but that makes no sense since everyone who use ultrahook can use exploits, means you just can't compete versus them?

last time i played hvh (few weeks ago) all servers had some sort of sanity check

if (GetGameTickCount() - GetEntData(client, _tickbase, 4) > 90) { return Plugin_Handled; }

so i don't know where you would "compete versus them" after all it's your own choice to play by their rules or not

— Reply to this email directly, view it on GitHub https://github.com/qwertyuiop3/Segregation/issues/9#issuecomment-1882703520, or unsubscribe https://github.com/notifications/unsubscribe-auth/AKGDT2AOYUWTWNZBPY7Z5ADYNUE5FAVCNFSM6AAAAABBQOWPA2VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTQOBSG4YDGNJSGA . You are receiving this because you were mentioned.Message ID: @.***>

qwertyuiop3 commented 10 months ago

well I don't know much about how it's done in ultrahook

current uh implementation

the check you wrote still allows you to shift > 90 ticks?

prevents

I tried to implement instant switch myself but my movement is screwed up and it's like I'm teleporting visually...

either question interpolation or prediction (base of interpolation)

is that something in segregation source or i need something else to fix

in case of segregation negatives are treated incorrectly: Post_Entity_Packet_Received.hpp should redo check of how result is considered "found" Compute_First_Command_To_Execute.hpp Store_Prediction_Results.hpp either use game's datamap instead or normalize number before using modulo operator

in addition choked commands are zeroed here: Send_Move.hpp

unfortunately i lack in knowledge to completely depict situation in case of engine nonetheless to solve problem both client/server functions of prediction should be observed to determine mismatches requiring correction: client server

p.s. don't forget to disable fakelag like uh does