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Cleanly remove player after triggering rapidfire anticheat
Previously, the socket was killed but the player was still technically present.
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@ -74,8 +74,12 @@ static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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if (pkt->iNPCCnt > 3) // 3+ targets should never be possible
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if (pkt->iNPCCnt > 3) // 3+ targets should never be possible
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plr->suspicionRating += 10000;
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plr->suspicionRating += 10000;
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if (plr->suspicionRating > 10000) // kill the socket when the player is too suspicious
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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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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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* IMPORTANT: This validates memory safety in addition to preventing
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* IMPORTANT: This validates memory safety in addition to preventing
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@ -625,8 +629,11 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
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plr->lastShot = currTime;
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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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if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
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sock->kill();
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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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