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Old 03/04/2014, 02:15 PM   #11
shittt
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Post Re: Southclaw's & Pottus's Anti-cheat patches

Nice , protects against rapid fire?

if so I'm not seeing is blurred, Linux does not help :/

OFF: 666 Posts o_O.
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Old 05/04/2014, 06:51 AM   #12
MugiwaraNoLuffy
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Default Respuesta: Southclaw's & Pottus's Anti-cheat patches

Good job, keep it up
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Old 08/04/2014, 10:51 AM   #13
Kyle
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Default Re: Southclaw's & Pottus's Anti-cheat patches

Quote:
Originally Posted by ****** View Post
Could I make a request (partially a suggestion). You explicitly mention that this should be included before YSI, and I agree, but there are a few things to be aware of with that:

1) You say you can use y_iterate, but if you include these patches before YSI the "foreach" macro won't yet exist and that code will never be used even if it is included later.

2) y_hooks in YSI 4.0 is awkward to deal with in terms of orderings. Currently y_hooks hooks always come before ALS hooks, even if they appear later in source code, the ordering is changed (or, more accurately, set) at run-time, not compile-time. I have a solution to this that will be released shortly (I am now back home), but the solution requires some co-operation from other library developers that want their code to come before any y_hooks code. "Breaking" an ALS chain is tricky as you need to be able to detect the chain, but this can be done. I want to try and figure out an even better way of specifying ordering, but for now this is the best I have come up with. Instead of your current hooking method use:

pawn Code:
// This function has two purposes - defines 3 states, and declares your ALS prefix.
// You seem to use different prefixes for each callback though, I'm not sure that's a
// good idea and will make detection MUCH harder.
forward @@@_AC();
// The function is never called, but can be found by the "@@@_" prefix.
public @@@_AC() <AC_state : AC_state1> {}
public @@@_AC() <AC_state : AC_state2> {}
public @@@_AC() <AC_state : AC_state3> {}

#define AC_FORWARD%0(%1) \
    forward%0(%1); \
    public%0(%1)<> return 0; \
    public%0(%1)<AC_state : AC_state1> return 0

// Now this is a normal callback.
public OnPlayerDisconnect(playerid, reason)
{
    // And this is the hook, no wrapping of any kind required.
    return AC_OnPlayerDisconnect(playerid, reason);
}

#if defined _ALS_OnPlayerDisconnect
    #undef OnPlayerDisconnect
#else
    #define _ALS_OnPlayerDisconnect
#endif
#define OnPlayerDisconnect(%0) AC_OnPlayerDisconnect(%0) <AC_state : AC_state2>

AC_FORWARD AC_OnPlayerDisconnect(playerid, reason);

Using that, the order hooks are done in becomes:

- State-based hooks.
- y_hooks.
- ALS hooks.
- Public function.

If you need me to explain the issues in more depth, or would like to discuss alternate solutions (I would), feel free to contact me here or on IRC. This is a VERY brief post on the issue, and I wish there was a better way. Note that you also need:

pawn Code:
state AC_state : AC_state2;

Somewhere to make the whole thing work, but you could add that to every callback, I just prefer doing it in OnGameModeInit (etc).

Other than that, nice.
They already did when they first posted: "- Patches are to be designed to be included BEFORE YSI"
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Old 08/04/2014, 03:08 PM   #14
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Default Re: Southclaw's & Pottus's Anti-cheat patches

Very usefull. Good job
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Old 08/04/2014, 09:12 PM   #15
Kyra
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Default Re: Southclaw's & Pottus's Anti-cheat patches

Very usefull post if the community contribute on this post, i think it's important with the massive cheat created.

I don't understand the Autobullet, it's for detect shoot player on slide bug?
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Old 09/04/2014, 01:31 AM   #16
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Default Re: Southclaw's & Pottus's Anti-cheat patches

I was reviewing the rapid fire cheat Southclaw and I think it needs to be revised because it doesn't take in account c-bugging at all.

@Edit - It's also probably a good idea to run ammo lock checking first since the rapid fire cheats seem to usually lock ammo it would be easier to bust someone this way as a first line of defense.

Last edited by Pottus; 09/04/2014 at 02:54 AM.
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Old 09/04/2014, 04:41 AM   #17
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Default Respuesta: Re: Southclaw's & Pottus's Anti-cheat patches

Quote:
Originally Posted by [uL]Pottus View Post
I was reviewing the rapid fire cheat Southclaw and I think it needs to be revised because it doesn't take in account c-bugging at all.

@Edit - It's also probably a good idea to run ammo lock checking first since the rapid fire cheats seem to usually lock ammo it would be easier to bust someone this way as a first line of defense.
Every weapon should have its own shooting max rate if you know what I mean.
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Old 13/04/2014, 02:18 PM   #18
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Default Re: Southclaw's & Pottus's Anti-cheat patches

Raise the limit of MessagesRecvPerSecond. Me and my friend got kicked by it because we used miniguns.
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Old 13/04/2014, 02:22 PM   #19
Pottus
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Default Re: Southclaw's & Pottus's Anti-cheat patches

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Originally Posted by kvann View Post
Raise the limit of MessagesRecvPerSecond. Me and my friend got kicked by it because we used miniguns.
That check is going to be removed it is obsolete with the new SAMP version.
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Old 14/04/2014, 04:46 AM   #20
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Default Re: Southclaw's & Pottus's Anti-cheat patches

Why is this stickied?
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