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Guide Rust projectileVelocityScale 0.00 — Bullet Prediction Logic

byte_corvus

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Anyone digging into Rust's internal structures likely hit this wall. When your projectVelocityScale reads 0.00, it basically kills your bullet drop prediction because your multiplier logic goes to hell.

The Issue
If you are reading from heldEntity + 0x334, you are likely getting garbage data when the weapon isn't properly initialized or when you are in a state where the projectile entity hasn't spawned or updated its stats yet.

Code:
float velScale = MemUtils::read<float>((uintptr_t)heldEntity + 0x334); // projectileVelocityScale
if (velScale > 0.05f && velScale < 20.0f) {
    info.bulletSpeed = velScale * 475.0f;
    clogf("[PREDICT] velScale: %.2f, calculated bulletSpeed: %.2f\n", velScale, info.bulletSpeed);
}

Technical Breakdown
  1. The check `velScale > 0.05f` is obviously failing. If you get 0.00, your prediction logic probably ignores the projectile entirely, leading to zero compensation.
  2. Check if your `heldEntity` pointer is actually valid at the time of the read. If it is null or pointing to stale memory, the offset 0x334 is just fetching junk.
  3. Verify if the projectile is actually active. In Rust, the velocity scale often fluctuates depending on the weapon attachment or the specific ammo type loaded in the chamber.

  1. Ensure your hook is after the weapon state update.
  2. Check for weapon attachment changes triggering a reload of the entity structure.
  3. Log the raw pointer address of `heldEntity` to see if it's changing unexpectedly.

While others are crying about broken aimbots and getting clapped by the AC, we are actually tracing the memory to understand why the entity data drops. Anyone managed to find a more stable offset or a workaround for the null velocity scale during specific states?

Who else is seeing this zero-out behavior consistently on specific weapon types?
 
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