A logical approach to it would be to extend onto it with a collection and a couple of timers.Quantos said:Since there are no speedhacks, what are you talking about? Just disable the broadcast.
The only thing it is detecting is people with very fast internet connections.
Quantos said:Again, I am highly doubtful of this. If there had ever been a working speed hack there would have been more posts regarding this in the past. As it is there have been a total of 5 posts (WOW, count them), including this one.
Tavu's Velocity is broke with the latest client.AHappyAdmin said:Your saying theres no speed hacks? is so read below if not nm it
Your a fucking retard get ur fat head out ur gay ass there is speed hacks are you retarded?? fuckin hell
http://tgh.phazm.net/files.html
theres the site go fuckin test it you sack of shit i looked at like 5 posted and ive stopped reading...
AHappyAdmin said:is so read below if not nm it
AHappyAdmin said:Your a fucking retard get ur fat head out ur gay ass there is speed hacks are you retarded?? fuckin hell
AHappyAdmin said:theres the site go fuckin test it you sack of shit i looked at like 5 posted and ive stopped reading...
AHappyAdmin said:fucking retard
php-junkie said:Using AOS client or UOSE client? I'm using the AOS client 4.0.7a.
AHappyAdmin said:Your saying theres no speed hacks? is so read below if not nm it
Your a fucking retard get ur fat head out ur gay ass there is speed hacks are you retarded?? fuckin hell
http://tgh.phazm.net/files.html
theres the site go fuckin test it you sack of shit i looked at like 5 posted and ive stopped reading...
#region Fastwalk Prevention
private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.095 );
private DateTime m_NextMovementTime;
public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }
public virtual TimeSpan ComputeMovementSpeed( Direction dir )
{
if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
return TimeSpan.Zero;
bool running = ( (dir & Direction.Running) != 0 );
bool onHorse = ( this.Mount != null );
if ( onHorse )
return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) ) - TimeSpan.FromSeconds( 0.005 );
return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) ) - TimeSpan.FromSeconds( 0.005 );
}
public static bool MovementThrottle_Callback( NetState ns )
{
PlayerMobile pm = ns.Mobile as PlayerMobile;
if ( pm == null || !pm.UsesFastwalkPrevention )
return true;
if ( pm.m_NextMovementTime == DateTime.MinValue )
{
// has not yet moved
pm.m_NextMovementTime = DateTime.Now;
return true;
}
TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;
if ( ts < TimeSpan.Zero )
{
// been a while since we've last moved
pm.m_NextMovementTime = DateTime.Now;
return true;
}
return ( ts < FastwalkThreshold );
}
#endregion