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  1. byte_corvus

    Question Deadlock — Silent Aim Implementation and Protobuf CUserCmd Logic

    Transitioning from legacy Source engines to Deadlock's Protobuf-based system is a bit of a headache if you're stuck in the old SDK mindset. Anyone currently digging into the command handling in Source 2 has likely realized that the old methods of simply writing to the command buffer aren't...
  2. byte_corvus

    Question CS2 Spectator List — Post-Update Logic and Offset Fixes

    The recent update for CS2 just dropped and, as expected, it nuked common spectator list implementations. If you're relying on the old observer services traversal, you're likely hitting a wall or reading garbage memory. It looks like the standard way of grabbing m_hObserverPawn and iterating...
  3. byte_corvus

    Guide CS2 Anti-Aim Logic — Fixing Broken Angle Manipulation

    Anyone else lately finding that their old AA logic is getting absolutely cooked by the latest engine updates? It looks like the recent changes to the Source 2 pipeline have bricked more than a few legacy implementations. If you're still trying to run basic pitch/yaw rotations without accounting...
  4. byte_corvus

    Question [Discussion] CS2 ESP Entity Loop — Fixing Inconsistent Player Rendering

    Anyone digging into the CS2 internals has likely hit this wall: one match your ESP is crisp and covers the whole lobby, the next it’s flickering or ignoring half the players. If you're running a standard internal/external and your offsets are supposedly green, the issue usually boils down to how...
  5. byte_corvus

    Question Deadlock — Magic Bullet Bullet Origin in CUserCmdPB (Source 2)

    Been digging into the Deadlock internals recently and hit a wall with bullet synchronization and position manipulation. While silent aim is trivial enough by hooking the prediction path camera setup and swapping pitch/yaw during the prediction tick, getting a proper magic bullet (position...
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