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Get rid of player fire rate suspicion
This was super primitive & jank, and caused false positives. Will replace with a polished system later on.
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@ -590,21 +590,6 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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return;
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return;
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}
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}
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// rapid fire anti-cheat
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time_t currTime = getTime();
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if (currTime - plr->lastShot < plr->fireRate * 80)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
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else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
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plr->lastShot = currTime;
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if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
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sock->kill();
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CNShardServer::_killConnection(sock);
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return;
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}
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/*
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/*
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* initialize response struct
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* initialize response struct
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* rocket style hit doesn't work properly, so we're always sending this one
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* rocket style hit doesn't work properly, so we're always sending this one
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