Raised This Month: $51 Target: $400
 12% 

Help detecting bSendPacket


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
V01D1nCuB4T0R
New Member
Join Date: Aug 2015
Old 01-10-2017 , 06:24   Help detecting bSendPacket
Reply With Quote #1

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)
V01D1nCuB4T0R is offline
asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 01-10-2017 , 15:20   Re: Help detecting bSendPacket
Reply With Quote #2

Since you've mentioned a SM forward and are linking Source engine code, I'm gonna go ahead and move this to the SourcePawn Scripting section.
__________________
asherkin is offline
BotoX
Junior Member
Join Date: Sep 2015
Old 01-11-2017 , 12:40   Re: Help detecting bSendPacket
Reply With Quote #3

bSendPacket is a lagswitch..
all it does is queue the packets and then send them all at once when it is set back to true.
It happens naturally all the time, the server would not have input from a client for one tick and the next tick the server will have two inputs that it'll process.

I guess you are trying to detect pSilent aim? I think that has been fixed by sv_maxusrcmdprocessticks_holdaim 1
BotoX is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 22:29.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode