Script security
#1

Hello. I've been browsing Pawn source, and came to realisation that decompiling amx to pawn shouldn't be so hard. Now, as a scripter I'm worried that someone might simply steal my work. I'm using deamx array bug exploit and emit solutions (+ ip check before release). But is it enough? My gamemode is distributed between many .inc files, because I like to organise my projects. Is it any diffrent for modern decompilers? Maybe better solution would be to port it to C++ and serve as a plugin? Or should I even port my code to assembly and obsfucate it manually? I'm paranoid. Thanks for your opinions.
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Messages In This Thread
Script security - by Misiur - 17.07.2012, 22:08
Re: Script security - by Sandiel - 17.07.2012, 22:13
Re: Script security - by Misiur - 17.07.2012, 22:19
Re: Script security - by Sandiel - 17.07.2012, 22:28
Re: Script security - by Vince - 17.07.2012, 23:22
Re: Script security - by Ranama - 17.07.2012, 23:32

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