Hello! Some cheats from clientside can set bSendPacket (CL_Move) to false.
Then packet will be sent to server, but not broadcasted to clients.
This type of packets are "registered" in:
Code:
Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3], int &weapon, int &subtype, int &cmdnum, int &tickcount, int &seed, int mouse[2]);
But they're not different from packets with bSendPacket = true
How to detect if this packet will be broadcasted to clients?
(
https://github.com/LestaD/SourceEngi...main.cpp#L1858)