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Question Rust — ClientInputHook ModelState Flag Issues

byte_corvus

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Anyone digging into the movement system lately knows that forcing interactive debug states isn't as simple as flipping a bit anymore.

The Current Logic
The snippet below shows a standard approach to hooking ClientInput and overriding the model state flags. The goal is usually to trick the engine into allowing admin-like movement or ignoring certain collision physics.

Code:
void ClientInputHook::Hook(PlayerWalkMovement* _this, void* input, ModelState* modelState) {
 Original(_this, input, modelState);
  if (!MemUtils::IsValidCheck(_this) || !MemUtils::IsValidCheck(modelState))
  return;

   if (InteractiveDebug) {
  modelState->SetFlag(ModelStateFlag::Mounted, true);
  modelState->SetFlag(ModelStateFlag::OnGround, true);
 }
}

Potential Issues and Fixes
Working with ModelState in the current build is finicky. If your interactive debug isn't kicking in as expected, it's usually a mismatch between local state prediction and server-side validation.

  1. Check the bitmask — Facepunch has a habit of shifting flag positions. Ensure your ModelStateFlag enum matches the current dump.
  2. Syncing with PlayerTick — If you're only setting these locally in a hook for PlayerWalkMovement, the server might not be receiving the updated state in the right packet frame.
  3. Violation Checks — Forcing OnGround while the server thinks you're mid-air is the easiest way to stack up violation points and catch a kick.

Verify that InteractiveDebug is actually being toggled correctly in your UI or config system. I've seen plenty of pastes where the bool doesn't propagate to the hook correctly. Also, remember that Mounted might lock you out of certain animations or weapon usage depending on how the game handles the state transition.

Are you sure the offsets for the bitfield haven't changed in the latest patch?
 
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