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Apply physics overrides correctly during anticheat calculations (#6970)
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@ -1401,26 +1401,29 @@ bool PlayerSAO::checkMovementCheat()
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too, and much more lightweight.
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*/
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float player_max_speed = 0;
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float player_max_walk = 0; // horizontal movement
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float player_max_jump = 0; // vertical upwards movement
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if (m_privs.count("fast") != 0) {
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// Fast speed
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player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
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} else {
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// Normal speed
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player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
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}
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// Tolerance. The lag pool does this a bit.
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//player_max_speed *= 2.5;
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if (m_privs.count("fast") != 0)
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player_max_walk = m_player->movement_speed_fast; // Fast speed
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else
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player_max_walk = m_player->movement_speed_walk; // Normal speed
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player_max_walk *= m_physics_override_speed;
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player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
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// FIXME: Bouncy nodes cause practically unbound increase in Y speed,
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// until this can be verified correctly, tolerate higher jumping speeds
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player_max_jump *= 2.0;
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v3f diff = (m_base_position - m_last_good_position);
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float d_vert = diff.Y;
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diff.Y = 0;
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float d_horiz = diff.getLength();
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float required_time = d_horiz / player_max_speed;
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float required_time = d_horiz / player_max_walk;
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if (d_vert > 0 && d_vert / player_max_speed > required_time)
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required_time = d_vert / player_max_speed; // Moving upwards
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// FIXME: Checking downwards movement is not easily possible currently,
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// the server could calculate speed differences to examine the gravity
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if (d_vert > 0)
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required_time = MYMAX(required_time, d_vert / player_max_jump);
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if (m_move_pool.grab(required_time)) {
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m_last_good_position = m_base_position;
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