Posts: 1,498
Threads: 110
Joined: Aug 2013
Quote:
Originally Posted by Toxik
You shall use something like this
pawn Код:
public OnPlayerWeaponShot ( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ ){ if( hittype != BULLET_HIT_TYPE_NONE ) // Bullet Crashing uses just this hittype { if( !( -1000.0 <= fX <= 1000.0 ) || !( -1000.0 <= fY <= 1000.0 ) || !( -1000.0 <= fZ <= 1000.0 ) ) // a valid offset, it's impossible that a offset bigger than 1000 is legit (also less than -1000.0 is impossible, not used by this hack, but still, let's check for it, just for the future, who knows what hacks will appear). The object with biggest offset is having ~700-800 radius. { Ban (playerid ); SendClientMessage (playerid,COLOR_YELLOW, "[ANTICHEAT]: You got Banned form server . post appeal on http://www.goofycrew.proboards.com "); SendClientMessage (playerid,COLOR_RED, "****[INFO]pres F8 and upload your pic on imgur.com****"); return 0; // let's desynchronize that bullet, so players won't crash } } return 1; }
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Not sure if retarded or what
I have no idea if you've read the topic properly , he wants to desynchronize the bullet that shoots the object not the unknown bullet hit type (A.K.A anticrasher)