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ileekor
04-27-2011, 09:25 PM
Hi, yeah it's me again.
After getting criticism yesterday, I started to learn netvars and offsets.
I have a few questions.

1. How often does netvars get sent from server > client? Is it updated per frame? Or does it update everytime there is a change in it's value?

2. Looking at the SDK, SendPropInt and RecPropInt functions should keep the "lifestate" updated(right?). but why can't I just use pBaseEntity->m_LifeState?

3. Can anyone tell me how to find offsets like player's eyeposition?

Also, the netvar dumper seems to crash the game for me. I ddin't take a look in the source code yet, but if anyone knows why it crashes please leave a post here.

I've searched for quite a bit before I posted, but still can't figure them out.
Any replies would be appreciated, thanks.

syntroniks
04-27-2011, 10:01 PM
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Was a really good read. I've gone through it multiple times

Also Yahn's paper:
http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
They're both wonderful resources.

Off the top of my head? I think netvars are sent on an as-changed basis every frame (dictated by cl_updaterate).

Netvar dumper probably crashes because of an interface mismatch. I've seen a better design pattern being used by cheats in that it searches for the netvar with lazy evaluation (when it is called) and it is cached & saved.

Think static offset = -1; if (offset < 0) GrabOffset(&offset, "whatever.whatever"); That kind of pattern.

ileekor
04-27-2011, 10:57 PM
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Was a really good read. I've gone through it multiple times

Also Yahn's paper:
http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
They're both wonderful resources.

Off the top of my head? I think netvars are sent on an as-changed basis every frame (dictated by cl_updaterate).

Netvar dumper probably crashes because of an interface mismatch. I've seen a better design pattern being used by cheats in that it searches for the netvar with lazy evaluation (when it is called) and it is cached & saved.

Think static offset = -1; if (offset < 0) GrabOffset(&offset, "whatever.whatever"); That kind of pattern.


Ahh, super thanks. The documents are interesting read (just finished the first one) although they seem to be too theoretical and difficult for a newbie like me to use in hax :P (I'm not even implementing prediction right now on my aimbot) Better do more research on them.
Thanks for answering my question too.