22.09.2015, 17:58
i am using an anti crasher ,here's the code
This crash never happened before it's the first time
Code:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
//SendClientMessageToAll(-1, "OnPlayerWeaponShot");
//PlayerInfo[playerid][Bullets][0]++;
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.
{
new string[128];
format(string,sizeof(string),"%s has been banned by The System for Invalid Bullets", GetName(playerid));
SendClientMessageToAll(COLOR_RED, string);
BanWithReason(playerid, string, SYSTEM_ID, "Invalid Bullets");
return 0; // let's desynchronize that bullet, so players won't crash
}
}

