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SMAC null cmd explanation.


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Visual77
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Join Date: Jan 2009
Old 03-28-2018 , 17:33   SMAC null cmd explanation.
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Hi.

I'm interested to know what the reason is behind blocking null cmd input in OnClientRunCmd. Does anyone from the smac team remember why this code is in here. Is it possibly just a typo and it's ment to return Plugin_Continue ?

smac_eyetest.sp ->

This;
Code:
	// NULL commands
	if (cmdnum <= 0)
		return Plugin_Handled;

Last edited by Visual77; 03-28-2018 at 17:37.
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SystematicMania
Senior Member
Join Date: Aug 2012
Old 04-01-2018 , 06:25   Re: SMAC null cmd explanation.
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Formerly, the seed for weapon spread was calculated as seed=MD5_PseudoRandom(cmdnum). Not blocking cmdnum=0 causes a static seed to be easily accessible. Meaning, cheats wouldn't need to brute force this seed by skipping future cmdnums. IIRC, cmdnum=0 is useless and typically caused by clients typing "disconnect" in console.
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Visual77
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Join Date: Jan 2009
Old 04-01-2018 , 07:28   Re: SMAC null cmd explanation.
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Thanks for replying. That explains why it happend frequently on mapchange and on joiniing the spectator team.

Last edited by Visual77; 04-01-2018 at 07:29.
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