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for whatever reason m_flStamina inside of C_SpitAbility::UpdateAbility gets pinned at 3000.f (extreme latency concern? or just typo) which in result softlocks C_TerrorPlayer::IsImmobilized for moment ability is updated it does seems as logic remnant before buffering of 1000.f got implemented (C_TerrorPlayer::IsImmobilized tests for >2000.f) which is needed to keep m_flStamina predicted rather than networked... applying same logic but once solves problem hopefully i'm not breaking things by omitting m_zombieClass lol on side note i've thought about adding infinite spit but unfortunately projectiles are using timer-based acceleration revert: prevent buffer underrun on ack build-up (only for css)
to achieve least interpolation time: cl_updaterate -1;cl_interp_ratio 0;cl_interp 0
to queue extra commands: bind key +zoom
code: https://github.com/qwertyuiop3/Storm
credits:
me (for something)
noop (for being helpful, specifically on debugging and reversing)
d3x (for telling me that i don't have to bruteforce prediction frame)
polak (for strafe deltas)
ucuser0 (for his post regarding backup commands)
kamay (for crossproducts of movement)
deniz (for being friend)
songs:
david bowie - art decade
scratch acid - cannibal
edited by "obviously who"
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