SMAC Development Thread
I've restarted development here, starting from the last kac rev at the time of writing.
Code repository: https://bitbucket.org/psychonic/smac Bug tracker: https://bitbucket.org/psychonic/smac/issues Wiki: https://bitbucket.org/psychonic/smac/wiki/ Let's use this thread to discuss further development. |
Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
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What direction do plan on taking this project? |
Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
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The only thing that I had left on my list, without digging through more source, is converting the translations to using SM's standard translation system. I cannot remember why he felt the need to write his own, but if there's any issue with SM's, I would rather it be exposed so that we can fix it upstream. (though I have a feeling that it's fine). I have this partly done, but it's a slow, tedious process. |
Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
Pretty decent of you.
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Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
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A quick glance at this part: Code:
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Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
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SMAC Development thread
I've started making some changes/additions, and I had a few questions for anyone else working on this plugin:
1. There are many places that use Plugin_Stop instead of Plugin_Handled. Should this be changed? 2. Should we be using AddCommandListener instead of RegConsoleCmd? In the documentation it says it may not be supported on all games. That's the only reason I can think of to not use it. 3. Should we just get rid of the whole "status" module? |
Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
I also looked over the anti-flashhack module you added, GoD. I haven't test it yet, but I likely will soon. Have you done any tests? It looks cool. I just wish I could think of a way that would make it work for flashes that don't leave a player 100% blind, since you certainly can't take away the enemy positions at that point.
1. In these situations, are there future hooks that need to be prevented from being called for the same action? It apparently works the way it is, so there must not be any important hooks after the current places where Plugin_Stop is used. 2. From the documentation, it appears RegConsoleCmd should be used in situations where we're creating a new command while AddCommandListener should be used if we're creating new commands, but since I of course don't know either in which games it's supported, that should be determined first. Alternatively it could be made conditional, using AddCommandListener when it's available, or if it returns false, using RegConsoleCommand. 3. Yes. The status of the various modules can just as easily be found with "find smac_" in console, although this information would not be available to admins without RCon or SM's cvar access, but I don't see that as a problem, since it's a config issue anyway and not really important info for admins without that access. The cvars_status and net_status information is also not very useful except for debugging, so it can likely be removed, replaced by simply logging any failures at checking a specific player. |
Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
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If you get a good flash off, the player can be fully blind for 3-4 seconds. Effectively disabling any no-flash and aimbot during that time. Quote:
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Re: SourceMod Anti Cheat (v1.2.1.7) - (Formerly Kigen's Anti Cheat)
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I'll have more code-related feedback later in response to you and Mister_Magotchi. As you can see, I've done a bit of thread surgery. It is in the works for SMAC to just takeover this subforum. |
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