27.02.2012, 12:22
Quote:
OnPlayerTakeDamage isn't a trustable callback, do you know why?
When you have that cheat tool that all we know (i don't want to name it) OnPlayerTakeDamage isn't called because there's no damage animation. So your trustable callback sometimes returns wrong id and isn't very accurate. Do you call it "trustable"? Don't make me laught, man. Just test it and you will know what I mean. |
The OnPlayerGiveDamage has a lot of uses, besides the 'no-lag' idea. Of course Kye wouldn't make the callback if it's pointless and I bet he thought about the no-lag thingy and that's why he made us available the 'GetPlayerTarget' function, which is the client side version for the OnPlayerGiveDamage.
That means in the conditions of:
- The player has a ranged bullet-type weapon and GetPlayerTarget of the player is the player is displayed on OnPlayerGiveDamage, it's legit.
- The player has a melee weapon and his Camera Vector matches with target's position range and the distance between both players is < 2.5, It's legit.
- The player has a rocket-type weapon and his camera vector matches with the range of ~20 meters with the center, the target's position, It's legit.