Forcing the local player's animations to update before the shoot position is cached.
The codebase is a legacy framework used in the development of "internal" cheats for tactical shooters. One of its most persistent issues involves the divergence between the client-side rendered eye position and the server-side recognized shooting position. A "Fixed Shootpos" version of this source specifically addresses the math required to synchronize these two vectors. 2. The Problem: "Shootpos" Inconsistency supremacy with fixed shootpos.7z
A "Fixed Shootpos" implementation typically modifies the C_BasePlayer::GetShootPos or equivalent hook. The technical steps involved in the fix include: Forcing the local player's animations to update before
In the original Supremacy leaks, the GetShootPos function often returned a static or uncompensated vector, leading to "silent misses" where the aimbot appeared to be on target but the server rejected the hit. 3. The Fix: Reconstructing the Local Player's Eye Position A "Fixed Shootpos" version of this source specifically
Using the corrected bone matrix (often via SetupBones ) to find the exact coordinate of the "Head" or "Eye" bone at the precise tick of firing.
Features like Hitchance and Auto-Wall become significantly more reliable because the tracing rays start from the exact point the server expects.