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Old 07/04/2020, 09:01 PM   #11
Symon
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Default Re: Anti firing bullets from non-bullet weapon hack

A question:

In
pawn Code:
case 22 .. 34, 38:
do we have to return something or we can use the code as you posted?
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Old 07/04/2020, 09:13 PM   #12
beckzy
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Default Re: Anti firing bullets from non-bullet weapon hack

Quote:
Originally Posted by Symon View Post
A question:

In
pawn Code:
case 22 .. 34, 38:
do we have to return something or we can use the code as you posted?
You don't need to add anything. The code I posted is all you need.
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Old 07/04/2020, 09:18 PM   #13
Kasichok
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Default Re: Anti firing bullets from non-bullet weapon hack

Suggestion: check if playerid == hitid, a player can send fake data that he shoot himself that will spam server log
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Old 07/04/2020, 09:25 PM   #14
Symon
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Default Re: Anti firing bullets from non-bullet weapon hack

Quote:
Originally Posted by beckzy View Post
You don't need to add anything. The code I posted is all you need.
What if i have some more code in OnPlayerWeaponShot? Do i have to place it outside yours like it was before adding your code?
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Old 07/04/2020, 09:36 PM   #15
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Default Re: Anti firing bullets from non-bullet weapon hack

Quote:
Originally Posted by Symon View Post
What if i have some more code in OnPlayerWeaponShot? Do i have to place it outside yours like it was before adding your code?
it can be below if you dont return anything but must be before if you return a value
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Old 08/04/2020, 12:38 PM   #16
JaKe Elite
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Default Re: Anti firing bullets from non-bullet weapon hack

I remember encountering this on a roleplay server I worked with except it doesn't crash the server or anyone in the client side. They spawn a weapon (but it is not detected in the server-side hence the weapon ID 0), I think I have done similar tutorial to yours (but I found out that the tutorial I have created is buggy compare to what you have done here)
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