26.04.2017, 10:08
It was tested live on DriftGodZ, with 10 players, playing M4DM as that was where we have the most issues of some players not taking damage correctly (appear to be bulletproof sometimes, but still bleed when shot).
A number of players reported an improvement with shot damage saying it was much faster than before.. and seemed like all shots fired were being accounted for.
But now I think about what you said a little.. my problem could've just be the same as your problem yashas with some people becoming somewhat bulletproof during combat an don't appear to take any damage?
The flaw is that fake killers can send information to OnPlayerGive/TakeDamage, which is now synced with this include.
For example I have always marked the victim in the OnPlayerGive/TakeDamage callbacks with the issuer ID+total damage dealt for OnPlayerDeath fake kill checks.. an hackers can still fake that, an have a little laugh about it to my admins.
A number of players reported an improvement with shot damage saying it was much faster than before.. and seemed like all shots fired were being accounted for.
But now I think about what you said a little.. my problem could've just be the same as your problem yashas with some people becoming somewhat bulletproof during combat an don't appear to take any damage?
The flaw is that fake killers can send information to OnPlayerGive/TakeDamage, which is now synced with this include.
For example I have always marked the victim in the OnPlayerGive/TakeDamage callbacks with the issuer ID+total damage dealt for OnPlayerDeath fake kill checks.. an hackers can still fake that, an have a little laugh about it to my admins.