Hi guys. I know this thread is already made several times but its not working very well how i tested. Problem is the choke while in air, like some conflict/spam from server side to client side or similar...
I would like to make it to work with ReHLDS, ReAPI, ReGameDLL...
I have tried to hook RG_PM_AirMove_Pre and change player's movevars for airaccelerate to 100.0 and then in PM_AirMove_Post to set it back to 10.0 (as sv_airaccelerate on the server) to 'avoid spam of SVC_NEWMOVEVARS' (credits to:
https://dev-cs.ru/threads/12893/post-93102)
But its not working very well...i tried to read all possible explanations/tips about this, maybe this help to someone who would like to participate in this:
1)
https://forums.alliedmods.net/showpo...2&postcount=16
2)
https://forums.alliedmods.net/showpo...8&postcount=39
I undestood it as it needs SVC_NEWMOVEVARS to be hooked (or maybe: SV_QueryMovevarsChanged_Post()) -> block it -> send manually SVC_NEWMOVEVARS
But i have no idea if it can be hooked with ReAPI
Also this could help, from Arkashine's custom_aa.sma:
Code:
/*
│ ┌───────────────────────────┐
│ │ AIR ACCELERATE HANDLING │
│ └───────────────────────────┘
│ → PM_Move()
│ → PM_AirMove_Pre()
│ → PM_AirMove_Post()
│ → PM_AirAccelerate()
│ → SV_SetMoveVars()
│ → SV_WriteMovevarsToClient()
│ → SV_QueryMovevarsChanged_Post()
│ └ WriteMovevarsToClient()
│ ├ checkConnectingClient()
│ └ sendNewMoveVars()
*/
Thanks in advance for helping out. Im using last version of ReGameDLL, ReHLDS, ReAPI if that matters
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