04.09.2014, 17:44
(
Последний раз редактировалось IstuntmanI; 05.09.2014 в 05:26.
)
After studying a little bit about this big problem, I've got that hack and I've seen its behaviour:
See those huge numbers ? Yeah... they are reported by that hack to the server. It is sent only with hittype BULLET_HIT_TYPE_PLAYER.
I've made a fix:
I bet this will be patched in a future Release of 0.3z, but until then, feel free to use that fix.
pawn Код:
OnPlayerWeaponShot(0,0,1,0,2004318080.000000,2004318080.000000,2004318080.000000)
I've made a fix:
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
{
if( hittype == BULLET_HIT_TYPE_PLAYER ) // Bullet Crashing uses just this hittype
{
if( !( -20.0 <= fX <= 20.0 ) || !( -20.0 <= fY <= 20.0 ) || !( -20.0 <= fZ <= 20.0 ) ) // a valid offset, it's impossible that a offset bigger than 20 is legit (less than 0 is impossible, but still, let's check for it, just for the future)
{
/*
If you want, here you can kick the cheater
*/
return 0; // let's desynchronize that bullet, so players won't crash
}
}
return 1;
}