But you're not deleting the flares.
I updated my code before I even put it on the server.
class CProjectileFlare : public CEntity
{
public:
//Declare our class.
DECLARE_CLASS(CProjectileFlare, CEntity);
virtual void Spawn
( void );
virtual void FlareThink
( void );
};
HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare);
void CProjectileFlare :: Spawn ( void )
{
SetThink( &CProjectileFlare::FlareThink );
SetNextThink( gpGlobals->curtime + 10.0f );
}
void CProjectileFlare :: FlareThink ( void )
{
CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() );
if(pPlayer)
{
pPlayer->m_iFlareCount++;
if(pPlayer->m_iFlareCount >= 5) {
g_Util.BanPlayer(pPlayer, NULL, "Exploit: Flare
Exploit", -1);
}
}
SetThink( &CProjectileFlare::Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
}
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Sunday, July 06, 2008 1:55 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Flare exploit on 2Fort
Well as long as we're posting source code nobody can use...
function fixflares()
local flarecount = {}
for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do
local flareowner = e:GetOwner()
if(flareowner != nil) then
local playerindex = flareowner:EntIndex()
if(flarecount[playerindex] == nil) then
flarecount[playerindex] = 1
else
flarecount[playerindex] = flarecount[playerindex] + 1
end
end
end
for k,v in pairs(flarecount) do
if(v > 6) then
local banplayer = player.GetByID(k)
banplayer:BanByID(0, "Automatic ban for flare exploit")
end
end
end
timer.Create("flarefix", 10, 0, fixflares)
Fixed via SourceOP Lua script ftw.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Sunday, July 06, 2008 1:36 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Flare exploit on 2Fort
class CProjectileFlare : public CEntity
{
public:
DECLARE_CLASS(CProjectileFlare, CEntity);
virtual void Spawn ( void );
};
HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare);
void CProjectileFlare :: Spawn ( void )
{
SetThink( &CProjectileFlare::Remove );
SetNextThink( gpGlobals->curtime + 1.5f );
}
Fixed via plug-in ftw.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Coldorak
Sent: Sunday, July 06, 2008 4:13 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Flare exploit on 2Fort
I got that with soldiers's rocket playing with around 20 bots on a local
server
On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]>
wrote:
> I hvave got the flare thing to happen to me when I add too many bots {read
> too much memory} if I create a server on my computer (in game) it also
> happens with rockets
>
> 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>:
>
> > Here's a fix:
> >
> > http://forums.alliedmods.net/showthread.php?p=647995
> >
> > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote:
> >
> > > man that's c00L
> > >
> > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote:
> > >
> > > From: P. Bhandal <[EMAIL PROTECTED]>
> > > Subject: [hlds] Flare exploit on 2Fort
> > > To: "Half-Life dedicated Win32 server mailing list" <
> > > [email protected]>
> > > Date: Saturday, July 5, 2008, 12:35 AM
> > >
> > > I'm not sure whether this issue is limited to 2fort, but I've been
> > > having
> > > some problems with people coming onto my server and getting a ton of
> > flares
> > > stuck which ends up lagging the server out. Here's an example:
> > >
> > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg
> > >
> > > Rebooting the server or changing the map fixes the issue.
> > > _______________________________________________
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> > > please
> > > visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds
> > >
> > >
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
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> > please visit:
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> >
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>
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