You're both ignorant, arrogant, annoying, stupid, and wrong.
Yes that means both of you.
Holy fuck.
Yes that means both of you.
Holy fuck.
You dont even know why its "incomplete".Quote:
Incorrect usage, yes pull backs can stop you from trying to jump disconnect.
But they where actually made too stop speed hackers.
Your code is incomplete I believe.
Indeed Zion was right...it is incomplete but he doesnt really know why its incomplete.Quote:
Incomplete? How so? It works perfectly fine...
Reads the distance between the previous step and the new step, If too great it will pull you back. To tell you the truth this was created for the very purpose of stopping people for disconnecting. Show your code and tell me your purpose, I can speed perfectly fine on a server with pullback. This pullback has nothing to do with speeding, It does not calculate how fast they are going but how far they are going in one single jump. So in fact, Your definition of pull back is incorrect.
Ready...now it is Complete.Quote:
You may also edit the > 15, The 15 is how many spaces between the previous step and the next step.Code:if (MyMath.PointDistance(PrevX, PrevY, NewX, NewY) > 15) { MyChar.Teleport(MyChar.LocMap, MyChar.LocX, MyChar.LocY); SendPacket(General.MyPackets.SendMsg(MessageId,"SYSTEM", MyChar.Name, "PullBack!", 2011); [B]retrun; In case 133: search forDirectly under that insert this code //this way your server won't still change the LocX and LocY of the client. }Code:ushort NewY = (ushort)((Data[0xf] << 8) + Data[0xe]);
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ushort nx = ...
if(PointDistance(Client.Entity.Location.X, Client.Entity.Location.Y, nx, ny) > 15) {
Teleport(Client.Entity.Location.Map.ID, Client.Entity.Location.X, Client.Entity.Location.Y);
Client.SendMessage("[PULLBACK: Jump too far]", ChatType.Center);
return;
}