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Fix anticheat false positives whith speed physics override
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@ -617,9 +617,14 @@ bool PlayerSAO::checkMovementCheat()
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float player_max_walk = 0; // horizontal movement
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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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float player_max_jump = 0; // vertical upwards movement
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float speed_walk = m_player->movement_speed_walk * m_player->physics_override.speed;
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float speed_walk = m_player->movement_speed_walk;
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float speed_fast = m_player->movement_speed_fast;
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float speed_fast = m_player->movement_speed_fast;
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float speed_crouch = m_player->movement_speed_crouch * m_player->physics_override.speed_crouch;
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float speed_crouch = m_player->movement_speed_crouch * m_player->physics_override.speed_crouch;
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float speed_climb = m_player->movement_speed_climb * m_player->physics_override.speed_climb;
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speed_walk *= m_player->physics_override.speed;
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speed_fast *= m_player->physics_override.speed;
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speed_crouch *= m_player->physics_override.speed;
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speed_climb *= m_player->physics_override.speed;
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// Get permissible max. speed
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// Get permissible max. speed
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if (m_privs.count("fast") != 0) {
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if (m_privs.count("fast") != 0) {
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@ -641,7 +646,7 @@ bool PlayerSAO::checkMovementCheat()
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// FIXME: Bouncy nodes cause practically unbound increase in Y speed,
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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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// until this can be verified correctly, tolerate higher jumping speeds
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player_max_jump *= 2.0;
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player_max_jump *= 2.0;
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player_max_jump = MYMAX(player_max_jump, m_player->movement_speed_climb * m_player->physics_override.speed_climb);
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player_max_jump = MYMAX(player_max_jump, speed_climb);
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player_max_jump = MYMAX(player_max_jump, override_max_V);
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player_max_jump = MYMAX(player_max_jump, override_max_V);
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// Don't divide by zero!
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// Don't divide by zero!
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@ -659,7 +664,8 @@ bool PlayerSAO::checkMovementCheat()
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// FIXME: Checking downwards movement is not easily possible currently,
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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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// the server could calculate speed differences to examine the gravity
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if (d_vert > 0) {
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if (d_vert > 0) {
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// In certain cases (water, ladders) walking speed is applied vertically
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// In certain cases (swimming, climbing, flying) walking speed is applied
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// vertically
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float s = MYMAX(player_max_jump, player_max_walk);
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float s = MYMAX(player_max_jump, player_max_walk);
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required_time = MYMAX(required_time, d_vert / s);
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required_time = MYMAX(required_time, d_vert / s);
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}
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}
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