To have a concept of future time you have to synced clocks. The engine does have a svc_time event the server can send, this event is not adequate to compensate for network lag (and does not need to be). You would not be guaranteed the clocks were exactly in sync. That is why (and rightfully so) the calcs use deltas in time rather than absolute time comparisons.
" I think it should be up to the server admin to choose to support HPB's if it's the main reason speed hacks exist." Even low ping players could still speed hack. Some one with a ping of 40 could speed hack and move at twice the speed of everyone else and appear to the server as a player with a ping of 80. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn Sent: Wednesday, June 08, 2005 1:43 AM To: [email protected] Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live Two things, first wouldn't lagged players be sending you older packets/times not future ones? Second, I think it should be up to the server admin to choose to support HPB's if it's the main reason speed hacks exist. Jeff _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

