> If the client says its game time A and I'm here, then, it's game time
> B and I'm there, how is that in anyway difficult to calculate
> distance/time? This is only a problem if the client doesn't send or
> the server doesn't use the idea of game time.
>

I would think that the issue is, that they both know that time has
passed, but they also know that player should be somewhere new and
through the general confusion that is lag, the server or client
decides he should be *points at a location* there.  So they make him
be "there".  I dont know the exact technicalities but through that
extreme change in location the ground is made up quite quickly and the
speed hack detects them.

I could be horribly wrong on this, infact I know I am wrong and would
love to find out the REAL answer, rather than my made up story.  so
pick it appart all you want :D

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