oh it was just a mind game. making the players invisible
by aiming them is just for testing purpose.
the basic different for me seems to be that numb's methode
makes a player behind a wall invisble by changing the model animation
(if i understood this correctly) and my/the hlguard methode
just stops sending the pakets.
probably both methodes work, but stopping the pakets would
be more secure. however, the major problem with all this
wallhack blocking stuff is, to identify when a player is truely
visible or not. i'm not sure if numb found a workaround which
uses low resources. i don't have enough experience here.
but i think we made some big steps within the last days
to get rid of the cheaters. there was a great teamwork of
a couple of forum members by joining different codes
and the current wallhack detector delivers nice results.
so from my point of view we maybe should find a way to
fix that fm_is_ent_visible() problem and to block the correct pakets with it.
it probably saves more resources as changing the whole animations
each time a player becomes (in)visible. or am i wrong?