On 6/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeffrey "botman" Broome wrote: > > > > Use the source Luke... > > > > src\game_shared\usercmd.h (see the "CUserCmd& operator =" function) > > src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions) > > > > UserCmd is what's passed from the client to the server when a client > > moves, jumps, ducks, fires weapon, etc. > > > > Any magic that happens will happen in side there. :) > > Doooh! I hit "Send" to quick.
Two mistakes, you are HUMAN! ;) > You'll notice that "forwardmove" and "sidemove" are 'floats' so I was > wrong. The total amount of movement is passed from the client to the > server saying "I've moved THIS much during the last tick.". > > Now it becomes obvious how sending packets with "I've moved X amount > during the last Y seconds" can cause the player to move faster than > normal on the server if the client lies about how much the client has > moved or how long/short the time interval was. It still is not obvious, to me at least, why solving or at least highly limiting the spoofing of this is difficult. I don't have the SDK at work, so I can't check anything atm, but I am still working on HL1 so I'm wondering if there has been any major changes to the networking code for HL2. I think it's at least as spoofable as people seem to have similar issues. Jeff _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

