Get rid of player fire rate suspicion

This was super primitive & jank, and caused false positives.
Will replace with a polished system later on.
This commit is contained in:
gsemaj 2022-07-16 12:18:32 -07:00
parent 2f612ce0e1
commit e4e4a421f4

View File

@ -590,21 +590,6 @@ static void projectileHit(CNSocket* sock, CNPacketData* data) {
return; return;
} }
// rapid fire anti-cheat
time_t currTime = getTime();
if (currTime - plr->lastShot < plr->fireRate * 80)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
plr->lastShot = currTime;
if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
sock->kill();
CNShardServer::_killConnection(sock);
return;
}
/* /*
* initialize response struct * initialize response struct
* rocket style hit doesn't work properly, so we're always sending this one * rocket style hit doesn't work properly, so we're always sending this one