[DiscordArchive] So you are recommending to move it like maybe to the beginning of Player::Update() ?
[DiscordArchive] So you are recommending to move it like maybe to the beginning of Player::Update() ?
Archived author: M'Dic • Posted: 2023-11-08T21:53:23.678000+00:00
Original source
Load orders can be a very daming thing.
Archived author: Vel • Posted: 2023-11-08T21:53:45.642000+00:00
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before IsAlive() regen timers
Archived author: Vel • Posted: 2023-11-08T21:54:17.861000+00:00
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I'll try
Archived author: M'Dic • Posted: 2023-11-08T21:54:19.817000+00:00
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If not that then u may need to set up some breaks in some sorta movement validation setup. The anticheat is pretty much 95% movement validations
Archived author: Vel • Posted: 2023-11-08T21:54:35.123000+00:00
Original source
Can you explain a bit?
Archived author: M'Dic • Posted: 2023-11-08T21:55:09.024000+00:00
Original source
We got a hook. OnPlrMove in the anticheat. So it fires off on each movement a player makes
Archived author: M'Dic • Posted: 2023-11-08T21:55:20.780000+00:00
Original source
That then jumps to hack detection
Archived author: M'Dic • Posted: 2023-11-08T21:55:39.574000+00:00
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And from there it goes down a list of methods for each check in the anticheatmgr.cpp
Archived author: M'Dic • Posted: 2023-11-08T21:57:12.468000+00:00
Original source
Got log outputs set up for violation checks and what not. Would be pretty easy to adjust for movement validation and tracking
Archived author: M'Dic • Posted: 2023-11-08T21:58:19.183000+00:00
Original source
One of the things we got is time manipulation counter measure which corrects the time of the movement if manipulation is detected. Its in the speedhackdetection method