git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4911 e016b1c5-ed68-44aa-a2f7-31cac88cffde
38 lines
1.1 KiB
C
38 lines
1.1 KiB
C
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int checkarea(char *maplayout)
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{
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return 0;
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}
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/**
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If you read README.txt you must know that AC does not have cheat protection implemented.
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However this file is the sketch to a very special kind of cheat detection tools in server side.
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This is not based in program tricks, i.e., encryption, secret bytes, nor monitoring/scanning tools.
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The idea behind these cheat detections is to check (or reproduce) the client data, and verify if
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this data is expected or possible. Also, there is no need to check all clients all time, and
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one coding this kind of check must pay a special attention to the lag effect and how it can
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affect the data observed. This is not a trivial task, and probably it is the main reason why
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such tools were never implemented.
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This file is here for compatibility purposes.
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If you know nothing about these detections, please, just ignore it.
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*/
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inline void checkmove (int cn, int *v)
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{
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return;
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}
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inline void checkshoot (int cn, gameevent *shot)
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{
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return;
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}
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bool validdamage (client *target, client *actor, int gun, bool gib)
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{
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return true;
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}
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