Server-sided Money
#6

No, no, no. There is absolutely no need to ban anyone nor to use a timer. Prevention is the best protection.

pawn Код:
// DEVELOPMENT SCRIPT

// ** INCLUDES

#include <a_samp>

// ** VARIABLES

// *** PER-PLAYER VARIABLES

new pMoney[MAX_PLAYERS];

// ** HOOKS

// *** GivePlayerMoney

stock Hook_GivePlayerMoney(playerid, amount)
{
    pMoney[playerid] += amount;
    return GivePlayerMoney(playerid, amount);
}

#if defined _ALS_GivePlayerMoney
    #undef GivePlayerMoney
#else
    #define _ALS_GivePlayerMoney
#endif
#define GivePlayerMoney Hook_GivePlayerMoney

// *** GetPlayerMoney

stock Hook_GetPlayerMoney(playerid)
{
    return pMoney[playerid];
}

#if defined _ALS_GetPlayerMoney
    #undef GetPlayerMoney
#else
    #define _ALS_GetPlayerMoney
#endif
#define GetPlayerMoney Hook_GetPlayerMoney

// *** ResetPlayerMoney

stock Hook_ResetPlayerMoney(playerid)
{
    pMoney[playerid] = 0;
    return ResetPlayerMoney(playerid);
}

#if defined _ALS_ResetPlayerMoney
    #undef ResetPlayerMoney
#else
    #define _ALS_ResetPlayerMoney
#endif
#define ResetPlayerMoney Hook_ResetPlayerMoney

// ** MAIN

main()
{
    print("Loaded \"anti_money_hacks.amx\".");
}

// ** CALLBACKS

public OnGameModeInit()
{
    return 1;
}

public OnGameModeExit()
{
    return 1;
}

public OnPlayerConnect(playerid)
{
    pMoney[playerid] = 0;
    return 1;
}
The only thing that you would need to do is make default in-game purchases alter the player's variable so that those purchases made in-game have an actual effect on their cash.

Note: Cheaters will see that their money on their hud changes, but their actual server-sided cash will remain un-altered.
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Messages In This Thread
Server-sided Money - by Brooks1 - 26.10.2015, 18:09
Re: Server-sided Money - by ATGOggy - 26.10.2015, 18:34
Re: Server-sided Money - by Brooks1 - 26.10.2015, 19:08
Re: Server-sided Money - by Brooks1 - 26.10.2015, 19:24
Re: Server-sided Money - by CodeStyle175 - 26.10.2015, 22:23
Re: Server-sided Money - by Kevln - 27.10.2015, 00:51

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