Files
assaultcube-/source/src/serverchecks.h
T
Rafael Barreto 5835817777 Carbine sounds, and testing 15 dmg for smg
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4911 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2010-05-18 16:36:38 +00:00

38 lines
1.1 KiB
C

int checkarea(char *maplayout)
{
return 0;
}
/**
If you read README.txt you must know that AC does not have cheat protection implemented.
However this file is the sketch to a very special kind of cheat detection tools in server side.
This is not based in program tricks, i.e., encryption, secret bytes, nor monitoring/scanning tools.
The idea behind these cheat detections is to check (or reproduce) the client data, and verify if
this data is expected or possible. Also, there is no need to check all clients all time, and
one coding this kind of check must pay a special attention to the lag effect and how it can
affect the data observed. This is not a trivial task, and probably it is the main reason why
such tools were never implemented.
This file is here for compatibility purposes.
If you know nothing about these detections, please, just ignore it.
*/
inline void checkmove (int cn, int *v)
{
return;
}
inline void checkshoot (int cn, gameevent *shot)
{
return;
}
bool validdamage (client *target, client *actor, int gun, bool gib)
{
return true;
}